基于硬件加速的线性八叉树的地质体的快速动态生成文献翻译
[关键词:硬件加速,线性八叉树,地质体] [热度 ]提示:此作品编号wxfy0096,word完整版包含【英文文献,中文翻译】 |
地理信息系统文献翻译——摘要 在三维地质建模中的应用,我们经常需要生成地质体的体积表示,从他们的表面交涉。线性八叉树,作为一种高效,易于操作的体积模型,被广泛用于在三维地质建模。本文提出了一种快速和动态的从硬件加速下的地质体表面模型的线性八叉树的生成算法。 Z缓冲用来确定一个快速的方式在卦限和像素的属性,并采取分而治之的策略。堆栈结构,利用记录的细分,允许动态生成的线性八叉树。该算法避免了大规模的排序过程,绕过压缩线性八叉树代。实验结果表明,在大规模的地质体的线性八叉树的高效率。
关键词 八叉树,三维地质建模,地质体,硬件加速
在三维地质建模(3D建模),两种方式产生的盟友,用来代表的地质体表面的代表性和体积表示。表面表示很容易的模型和渲染。但是,它是很难出的可能性进行空间分析和规则代表地质体内部属性。相比之下,体积的代表性,可以代表的三维地质体内部属性模型的复杂性,而它是不敏感。基于此表示,一些基本的空间分析在三维建模布尔和块操作等,可以有效地执行。由于各有利弊,都表示所谓的“数字矿山”,其中存在大量的多源数据集的交互式应用程序中找到自己的价值观,需要动态的转换更准确,更高效申述。
为了提高转换的速度,从表面模型体积的模型,图形硬件加速通常利用,加快体素化。然而,往往产生高的分辨率体积交涉大型地质模型的体素化生产中的体素化的大型数据集,和常用的存储,因此,在压缩的形式,如八叉树。由于传统的八叉树的指针,可以要求大量的存储,线性八叉树介绍了一个八叉树的隐式表示与丢失任何信息,只保留叶片的编码。更重要的是,它具有效率高,在布尔和块操作等操作。所有这些特点使得它适合被应用于“数字矿山”的网络环境。在本文中,我们提出一个方法,以动态的基因率线性八叉树的硬件加速下的地质体,以满足高精度大型地质体建模的需求,并在互动应用。
1八叉树和线性八叉树的生成
从表面模型生成的八叉树,主要有两种方法:鸿沟而治之的方法和灌装方法的基础上所连接的组件标签技术。前者包括两个一般步骤,这是蛮力程序。第一步需要进行面对面卦限和表面模型之间的交叉点,以测试是否每个被需要八分的对象。为了增加这一步的速度,可用于多面体表面分解分解,构成曲面模型的面数减少。在第二个步骤,在卦限相交的表面模型的体素是测试常用的方法是源于像素射线和计数的数量倍线相交的曲面模型。如果这个数是奇数,这意味着像素内的对象,否则这一步的对象的复杂性外表面模型的面数的比例是。为了降低复杂性,建立BSP树的细分模式,使面较少考虑。但效率仍然是有限的,大规模的地质体时......
abstract In the application of 3D Geoscience Modeling, we often need to generate the volumetric representations of geological bodies from their surface representations. Linear octree ,as an efficient and easily operated volumetric model, is widely used in 3DGeoscience Modeling. This paper proposes an algorithm for fast and dynamic generation of linear octrees of geological bodies from their surface models under hardware acceleration. The Z-buffers are used to determine the attributes of octants and voxels in a fast way, and a divide-and-conquer strategy is adopted. A stack structure is exploited to record the subdivision, which al-lows generating linear octrees dynamically. The algorithm avoids large-scale sorting process and bypasses the compression in linear octrees generation. Experimental results indicate its high efficiency in generating linear octrees for large-scale geologic bodies.
Keyword 3D Geoscience Modeling, octree, geological body, hardware acceleration
In 3D Geoscience Modeling (3D GM),two ways are generally used to represent the geological bodies: surface representation and volumetric representation. Surface representation is easy to model and render. However, it is difficult to perform spatial analysis and rules out the possibility of representing the interior properties of geological bodies. In contrast, the volumetric representation can represent the interior properties of the 3D geological bodies whereas it is insensitive to the complexity of models. Based on this representation, some essential spatial analysis in 3D GM such as boolean and block operation can be performed efficiently. Because of their pros and cons, both representations find their values in interactive applications of the so-called “Digital Mines”, where massive multi-source datasets exist, and the conversions need to be done on-the- fly for more accurate and efficient representations.
To increase the speed of the conversion from surface models to volumetric models, graphic hardware acceleration is usually exploited to accelerate voxelization. However, the voxelization for generating the high-resolution volumetric representations for large geological models.......
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