TY - JOUR
T1 - A Comparison of Rendering Techniques for 3D Line Sets with Transparency
AU - Kern, Michael
AU - Neuhauser, Christoph
AU - Maack, Torben
AU - Han, Mengjiao
AU - Usher, Will
AU - Westermann, Rudiger
N1 - Publisher Copyright:
© 1995-2012 IEEE.
PY - 2021/8/1
Y1 - 2021/8/1
N2 - This article presents a comprehensive study of rendering techniques for 3D line sets with transparency. The rendering of transparent lines is widely used for visualizing trajectories of tracer particles in flow fields. Transparency is then used to fade out lines deemed unimportant, based on, for instance, geometric properties or attributes defined along with them. Accurate blending of transparent lines requires rendering the lines in back-to-front or front-to-back order, yet enforcing this order for space-filling 3D line sets with extremely high-depth complexity becomes challenging. In this article, we study CPU and GPU rendering techniques for transparent 3D line sets. We compare accurate and approximate techniques using optimized implementations and several benchmark data sets. We discuss the effects of data size and transparency on quality, performance, and memory consumption. Based on our study, we propose two improvements to per-pixel fragment lists and multi-layer alpha blending. The first improves the rendering speed via an improved GPU sorting operation, and the second improves rendering quality via transparency-based bucketing.
AB - This article presents a comprehensive study of rendering techniques for 3D line sets with transparency. The rendering of transparent lines is widely used for visualizing trajectories of tracer particles in flow fields. Transparency is then used to fade out lines deemed unimportant, based on, for instance, geometric properties or attributes defined along with them. Accurate blending of transparent lines requires rendering the lines in back-to-front or front-to-back order, yet enforcing this order for space-filling 3D line sets with extremely high-depth complexity becomes challenging. In this article, we study CPU and GPU rendering techniques for transparent 3D line sets. We compare accurate and approximate techniques using optimized implementations and several benchmark data sets. We discuss the effects of data size and transparency on quality, performance, and memory consumption. Based on our study, we propose two improvements to per-pixel fragment lists and multi-layer alpha blending. The first improves the rendering speed via an improved GPU sorting operation, and the second improves rendering quality via transparency-based bucketing.
KW - Scientific visualization
KW - line rendering
KW - order-independent transparency
UR - http://www.scopus.com/inward/record.url?scp=85111789182&partnerID=8YFLogxK
U2 - 10.1109/TVCG.2020.2975795
DO - 10.1109/TVCG.2020.2975795
M3 - Article
C2 - 32092009
AN - SCOPUS:85111789182
SN - 1077-2626
VL - 27
SP - 3361
EP - 3376
JO - IEEE Transactions on Visualization and Computer Graphics
JF - IEEE Transactions on Visualization and Computer Graphics
IS - 8
M1 - 9007507
ER -