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Efficient Binocular Rendering of Volumetric Density Fields With Coupled Adaptive Cube-Map Ray Marching for Virtual Reality
Xu, Tianchen1,2,3; Ren, Xiaohua4; Yang, Jiale3,5; Sheng, Bin5; Wu, Enhua2,6,7
2024-10
Source PublicationIEEE Transactions on Visualization and Computer Graphics
ISSN1077-2626
Volume30Issue:10Pages:6625-6638
Abstract

Creating visualizations of multiple volumetric density fields is demanding in virtual reality (VR) applications, which often include divergent volumetric density distributions mixed with geometric models and physics-based simulations. Real-time rendering of such complex environments poses significant challenges for rendering quality and performance. This article presents a novel scheme for efficient real-time rendering of varying translucent volumetric density fields with global illumination (GI) effects on high-resolution binocular VR displays. Our scheme proposes creative solutions to address three challenges involved in the target problem. First, to tackle the doubled heavy workloads of binocular ray marching, we explore the anti-aliasing principles and more advanced potentials of ray marching on interior cube-map faces, and propose a coupled ray-marching technique that converges to multi-resolution cube maps with interleaved adaptive sampling. Second, we devise a fully dynamic ambient GI approximation method that leverages spherical-harmonics (SH) transform information of the phase function to reduce the huge amount of ray sampling required for GI while ensuring fidelity. The method catalyzes spatial ray-marching reuse and adaptive temporal accumulation. Third, we deploy a two-phase ray-tracing algorithm with a tiled k-buffer to achieve fast processing of order-independent transparency (OIT) for multiple volume instances. Consequently, high-quality and high-performance real-time dynamic volume rendering can be achieved under constrained budgets controlled by developers. As our solution supports mixed mesh-volume rendering, the test results prove the practical usefulness of our approach for high-resolution binocular VR rendering on hybrid multi-volumetric and geometric environments.

KeywordBinocular Views Density Field Global Illumination Ray Marching Real-time Rendering Virtual Reality Volume Rendering
DOI10.1109/TVCG.2023.3322416
URLView the original
Indexed BySCIE
Language英語English
WOS Research AreaComputer Science
WOS SubjectComputer Science, Software Engineering
WOS IDWOS:001306784600005
PublisherIEEE COMPUTER SOC, 10662 LOS VAQUEROS CIRCLE, PO BOX 3014, LOS ALAMITOS, CA 90720-1314
Scopus ID2-s2.0-85174821293
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Citation statistics
Document TypeJournal article
CollectionFaculty of Science and Technology
DEPARTMENT OF COMPUTER AND INFORMATION SCIENCE
Corresponding AuthorWu, Enhua
Affiliation1.State Key Lab of CS, Institute of Software, Chinese Academy of Sciences (CAS), Beijing 100190, China
2.University of Chinese Academy of Sciences, Beijing 101408, China
3.Advanced Micro Devices (AMD), Inc., Shanghai 201210, China
4.Multimedia Research Center, Tencent, Shenzhen 518054, China
5.Department of Computer Science and Engineering, Shanghai Jiao Tong University, Shanghai 200240, China
6.State Key Lab of CS, Institute of Software, Chinese Academy of Sciences, Beijing 100190, China
7.FST, University of Macau, Taipa, Macao SAR, China
Corresponding Author AffilicationFaculty of Science and Technology
Recommended Citation
GB/T 7714
Xu, Tianchen,Ren, Xiaohua,Yang, Jiale,et al. Efficient Binocular Rendering of Volumetric Density Fields With Coupled Adaptive Cube-Map Ray Marching for Virtual Reality[J]. IEEE Transactions on Visualization and Computer Graphics, 2024, 30(10), 6625-6638.
APA Xu, Tianchen., Ren, Xiaohua., Yang, Jiale., Sheng, Bin., & Wu, Enhua (2024). Efficient Binocular Rendering of Volumetric Density Fields With Coupled Adaptive Cube-Map Ray Marching for Virtual Reality. IEEE Transactions on Visualization and Computer Graphics, 30(10), 6625-6638.
MLA Xu, Tianchen,et al."Efficient Binocular Rendering of Volumetric Density Fields With Coupled Adaptive Cube-Map Ray Marching for Virtual Reality".IEEE Transactions on Visualization and Computer Graphics 30.10(2024):6625-6638.
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