가시 순차적 분할 렌더링 알고리즘을 이용한 3차원 텍스쳐기반의 볼륨 그래픽 구조 및 방법

    公开(公告)号:KR100441082B1

    公开(公告)日:2004-07-21

    申请号:KR1020020045237

    申请日:2002-07-31

    Abstract: PURPOSE: A three-dimensional texture based volume graphic structure using a visibility-ordered division rendering algorithm and a method therefor are provided to prevent lowering of performance and reduce the size of a required bandwidth. CONSTITUTION: A volume divider(20) decides the size of division volume regions and an order for processing through view point plane of one volume data, and the size and position information of volume information, and generates a three-dimensional texture map. A section generator(40) generates sections of the divided regions by receiving position information of the divided regions and the number of sections per divided region. A geometry operation unit(50) geometrically operates the sections. A three-dimensional texture mapping(60) generates the sections into preliminarily generated three-dimensional texture through the volume information of the corresponding region. An alpha blender(70) alpha-blends the sections one by one. A pixel cache(80) reads the corresponding section information from a frame memory(100) storing the blended section information by the section units to store the read section information, and is used as a cache between the alpha blender and the frame memory.

    Abstract translation: 目的:提供一种基于三维纹理的体积图形结构,其使用可见性 - 有序分割呈现算法及其方法,以防止性能降低和减小所需带宽的大小。 组成:体积分割器(20)决定划分体积区域的大小和通过一个体数据的视点平面进行处理的顺序以及体积信息的大小和位置信息,并产生三维纹理图。 区段生成器(40)通过接收分割区域的位置信息和每个分割区域的区段数量来生成分割区域的区段。 几何操作单元(50)几何地操作这些部分。 三维纹理映射(60)通过相应区域的体积信息将区域生成为预先生成的三维纹理。 一台阿尔法搅拌器(70)逐个将各部分混合。 像素高速缓冲存储器(80)从由区段单元存储混合区段信息的帧存储器(100)读取对应的区段信息以存储所读取的区段信息,并用作阿尔法混合器与帧存储器之间的高速缓存。

    가시 순차적 분할 렌더링 알고리즘을 이용한 3차원 텍스쳐기반의 볼륨 그래픽 구조 및 방법
    2.
    发明公开
    가시 순차적 분할 렌더링 알고리즘을 이용한 3차원 텍스쳐기반의 볼륨 그래픽 구조 및 방법 失效
    基于三维纹理的体积图形结构使用可视化分类渲染算法及其方法

    公开(公告)号:KR1020040011921A

    公开(公告)日:2004-02-11

    申请号:KR1020020045237

    申请日:2002-07-31

    Abstract: PURPOSE: A three-dimensional texture based volume graphic structure using a visibility-ordered division rendering algorithm and a method therefor are provided to prevent lowering of performance and reduce the size of a required bandwidth. CONSTITUTION: A volume divider(20) decides the size of division volume regions and an order for processing through view point plane of one volume data, and the size and position information of volume information, and generates a three-dimensional texture map. A section generator(40) generates sections of the divided regions by receiving position information of the divided regions and the number of sections per divided region. A geometry operation unit(50) geometrically operates the sections. A three-dimensional texture mapping(60) generates the sections into preliminarily generated three-dimensional texture through the volume information of the corresponding region. An alpha blender(70) alpha-blends the sections one by one. A pixel cache(80) reads the corresponding section information from a frame memory(100) storing the blended section information by the section units to store the read section information, and is used as a cache between the alpha blender and the frame memory.

    Abstract translation: 目的:提供一种使用可视化排序分割渲染算法及其方法的基于三维纹理的体图形结构,以防止降低性能并减小所需带宽的大小。 构成:体积分割器(20)决定分割体积区域的大小和通过一个体积数据的视点平面进行处理的顺序以及体积信息的尺寸和位置信息,并生成三维纹理图。 区段生成器(40)通过接收分割区域的位置信息和每个分割区域的区段数量来生成分割区域的部分。 几何运算单元(50)几何地操作这些部分。 三维纹理映射(60)通过相应区域的卷信息将这些部分生成预先生成的三维纹理。 α型混合器(70)α-共混段逐一。 像素高速缓存(80)从存储混合部分信息的帧存储器(100)读取相应的部分信息,以存储读部分信息,并将其用作α混合器和帧存储器之间的高速缓存。

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