细节复杂模型实时绘制加速技术研究
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摘要
真实世界的物体,如雕塑作品、珍贵文物、工业产品以及自然界中形形色色的物体,都包含十分复杂的表面细节。在高效建模的迫切需求下,三维模型自动获取技术发展迅速,获得模型的数据量越来越庞大。如何采取有效的手段对模型的真实感绘制进行实时加速是一项具有挑战性的工作。
     GPU处理具有较高的并行度,利用GPU对细节复杂模型的绘制进行加速是一个有效加速途径。但GPU的体系结构和程序流程与CPU有很大的不同。本文研究工作的目的是试图根据GPU的结构特点提出新的绘制加速方法,以实现动态LOD的GPU加速、细节复杂模型的多分辨率光照计算的GPU加速以及几何与细节的交互式渐进传输等新方法。论文的贡献主要体现在下列几方面:
     首先,提出了一种适合利用GPU加速的通用多分辨率的绘制框架。该结构建立在细节复杂模型的纹理图像化表示方法—几何图像(GIM)的基础之上,是一种基于参数空间四叉树的层次细节表示模型,称为P-Quadtree。这样整个几何模型及其细节层次(LOD)结构都能够被传输到GPU中,从而可以将细节光照模型的计算、数字几何处理以及LOD选择过程加速都可以移植到GPU中完成。为了对几何图像切割边界进行有效缝合,本文还提出了几何图像的扩展表示和无缝几何图像表示。P-Quadtree是本文研究工作的基础数据结构。
     其次,提出了一种在GPU中完整实现动态LOD的全新加速算法。为了适应GPU的体系结构,P-Quadtree的层次结构被转化为一种新的LOD纹理集结构。利用这种独特的层次细节数据结构,通过fragment shader进行高效的LOD选择,然后根据其结果利用vertex shader进行结点剔除及三角化,生成自适应网格。由于充分利用了GPU的并行运算能力,该算法既提高了LOD选择的效率,同时还极大地减轻了CPU运算的负载。
     第三,提出了一种多分辨率轮廓增强的实时真实感绘制加速方法。采用法向映射绘制技术可大大提高简化模型表面细节的真实感效果,通过GPU提供的逐
Real world objects, such as sculptures, archeological artifacts and even natural objects, often require highly detailed representations. The highly detailed surfaces can be obtained using 3D scanner, and thus make large volume of datasets. Real time visualization of highly detailed surfaces is a challenging research task.Modern Graphics Processing Unit (or GPU) has powerful parallel computing capability, and thus using GPU to accelerate the real time rendering of highly detailed surfaces is an effective approach. However, GPU has its distinct features different from CPU in architecture and programming. This dissertation tries to develop new data structure and algorithms for accelerating the LOD selection and detail lighting through GPU, and implement the interactive transmission of the highly detailed surfaces. The main contributions of the dissertation are summarized as follows:Firstly, the dissertation proposes a general GPU-accelerated LOD framework. The framework is based on a quadtree structure, called P-Quadtree, which is constructed from the geometry image (or GIM), the image-like representation of 3D surfaces. This allows geometry and the LOD model to flow more naturally as a signal through the current GPU rendering pipeline to accelerate the realistic light computation, multi-resolution processing and digital geometry processing (DGP). To stitch the boundary of cutting charts effectively, the approaches to the newly extended geometry images and seamless geometry image are proposed. P-Quadtree is served as the infrastructure of the works in the dissertation.Secondly, a novel algorithm that is fully implemented on GPU to accelerate dynamic LOD is proposed. To perform LOD selection on GPU efficiently, the hierarchical structure of P-Quadtree is converted into LOD texture atlas to fit the architecture of GPU. The approach includes two rendering passes: the LOD selection
    
    that is performed in the fragment shader, and the culling and triangulation operations that are performed in the vertex shader. The proposed algorithm improves the efficiency of LOD selection by utilizing the parallel computing power of GPU, and the load of CPU is alleviated.Thirdly, a GPU-accelerated multi-resolution rendering approach is proposed. The realism of the simplified meshes can be enhanced greatly by normal mapping, which can be accelerated by per-pixel lighting technique furnished by modern GPU, but the silhouette appearance is poor. Based on the characteristics in human vision, the proposed approach employs view-dependent LOD based on P-Quadtree to simplify the meshes. Then geometry complexity of the meshes is reduced effectively, and meanwhile, the rendering realism can be enhanced and the shape on the silhouette can be preserved. Hybrid rendering of polygon and point can be utilized to accelerate the image synthesis.Lastly, an interactive transmission scheme over network is proposed to transmit the geometry and detail of the model progressively. An efficient compression technique is employed to encode the hierarchical structure and vertices of its nodes by utilizing the regular structure of P-Quadtree. By taking advantage of normal texture atlas, the rendering result of the partial transmitted model is improved greatly. Since the flexibility of the nodes transmission could be achieved by using the view-dependent LOD techniques, only the nodes on the silhouette to the current viewpoint need to be refined and transmitted. This leads to great reduction of the amount of data needed to transfer each frame during network navigation.
引文
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