OSPRay实现实时光线追踪分子可视化(提供下载)

1 OSPRay介绍

OSPRay是Intel公司在科学可视化领域目前先进的CPU光线追踪引擎(框架),基于底层的embree光线追踪框架进行构建的,可以理解为OSPRay是整合了更多内容的更高级的框架,目标是用于科学可视化领域的体渲染或者光线追踪渲染应用。

2 实时光线追踪分子可视化

OSPRay用来开发科学可视化应用可谓是非常方便,因为本身框架很高级别了,连摄像机模型都已经封装好了,甚至渲染器也已经封装好了,开发的时候直接调用就行,只需要根据需求设置参数,不需要写过多的底层代码。因为是基于embree框架构建的,所以OSPRay也是只需要CPU即可完成渲染,没有GPU也完全没问题。

2.1 实验细节

  • 蛋白质分子PDB ID:6C70 (数据来自公开的蛋白质分子数据库Protein Data Bank)
  • 原子数量:12368个
  • 分子表示模型:空间填充模型(VDW模型),采用CPK配色表
  • 渲染分辨率:800*600
  • 显示窗口:GLFW
  • OSPRay中使用的渲染器:scivis (用于科学可视化)

2.2实验结果

AO采样数=4,每帧累积数=1(一帧画面会累积多少子帧的渲染结果):噪点严重,但是交互很丝滑(我没有特别去计算帧率)
在这里插入图片描述

AO采样数=4,每帧累积数=10:画质提升,噪点减少,但是交互会卡顿,估计每秒十几二十帧。
在这里插入图片描述

AO采样数=10,每帧累积数=10:画面清晰,环境光遮蔽效果优秀,深处无噪点,交互贼卡,估计每秒不高于十帧。
在这里插入图片描述

3 Demo下载体验

下载链接:https://pan.baidu.com/s/1shtbcE2LucQwcNEHCleZRQ
提取码:1234

或者直接在CSDN里下载:https://download.csdn.net/download/qq_37366618/19363974?spm=1001.2014.3001.5503. (只需0积分)

说明:下载解压后就能用,1M不到。

4 总结

目前VMD工具中其实也支持使用OSPRay进行渲染,需要选择渲染器为Tachyon-OSPRay,不过该方法必须要在Linux系统上才能使用,受到系统平台限制,而且实际上VMD上的OSPRay方法也有不少问题。总的来说,OSPRay很牛了,而且开源,不过OSPRay更偏向直接应用开发,拿到直接用,要做科研的话还是更推荐底层的embree吧。

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For those that do not know me: My name is Jacco Bikker, also known as 'Phantom'. I work as '3D tech guy' at Overloaded, a company that develops and distributes games for mobile phones. I specialize at 3D Symbian games, which require highly optimized fixed-point, non-HW-accelerated 3D engines, crammed into 250Kb installers. So basically I'm having fun. As software rendering used to be my spare time activity, I was looking for something else. I tried some AI, which was great fun, and recently I dove into a huge pile of research papers on raytracing and related topics; such as global illumination, image based lighting, photon maps and so on. One document especially grabbed my attention. It's titled: "State-of-the-Art in Interactive Ray Tracing", and was written by Wald & Slusallek. I highly recommend this paper. Basically, it summarizes recent efforts to improve the speed of raytracing, and adds a couple of tricks too. But it starts with a list of benefits of raytracing over rasterization-based algorithms. And one of those benefits is that when you go to extremes, raytracing is actually faster than rasterizing. And they prove it: Imagine a huge scene, consisting of, say, 50 million triangles. Toss it at a recent GeForce with enough memory to store all those triangles, and write down the frame rate. It will be in the vicinity of 2-5. If it isn't, double the triangle count. Now, raytrace the same scene. These guys report 8 frames per second on a dual PIII/800. Make that a quad PIII/800 and the speed doubles. Raytracing scales linearly with processing power, but only logarithmically with scene complexity. Now that I got your attention, I would like to move on to the intended contents of this crash course in raytracing.

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