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キーワード:
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要旨:
We present an implementation approach to high-speed Marching
Cubes, running entirely on the Graphics Processing Unit of Shader Model
3.0 and 4.0 graphics hardware. Our approach is based on the interpretation
of Marching Cubes as a stream compaction and expansion process, and is
implemented using the HistoPyramid, a hierarchical data structure
previously only used in GPU data compaction. We extend the HistoPyramid
structure to allow for stream expansion, which provides an efficient
method for generating geometry directly on the GPU, even on Shader Model
3.0 hardware. Currently, our algorithm outperforms all other known
GPU-based iso-surface extraction algorithms. We describe our
implementation and present a performance analysis on several generations
of graphics hardware.