| This paper starts with the problems in the virtual surgery system and the existing cash rendering method,studies the rendering method in the virtual surgery system,and renders the requirements in the virtual surgery system: 1 Convert the abstract data into accurate graphic animation and present it.2 guarantee real-time,that is,to ensure that there is not much delay between the rendering speed of the animation and the output speed of the background program.3 Under the allowed conditions,use some algorithms to achieve better visual and background computing programs can not do it.effect.The main work of this paper is as follows:Research on rendering methods for programmable shader technology.The realtime rendering technology of the deformation program in the virtual surgery system is realized by the characteristics of the modern GPU hardware combined with the programmable coloring method.Research on rendering methods of bump mapping technology.Based on the bump mapping technique,it is improved: by using the "bucket" to record the offset of the normal vector,a time stamp is used to record the behavior track of the user changing the viewport to overcome the use of the two-dimensional graphics.The shortcomings extend its scope to 3D graphics and finally apply it to the rendering method when cutting in a virtual surgical system.Research on tessellation methods.It mainly utilizes and improves the tessellation algorithm based on quadtree to record the subdivision level to optimize the rendering speed when the model is tessellated,which can greatly reduce the stutter phenomenon.For the divergence phenomenon generated when traversing the quadtree generated based on each patch,each different quadtree is regarded as a graph node,and the topological relationship between each patch is regarded as an edge relationship.Weighted undirected graphs and using graph algorithms to quickly traverse to overcome this shortcoming.Research on displacement mapping method.In the virtual surgery system,the processing of high-frequency deformation is very computationally intensive,and it requires a lot of computing resources and storage resources.In order to satisfy the rendering performance of most computers,I creatively proposed to use the displacement mapping method to simulate muscle model and surgery.The algorithm of high frequency deformation occurring when a knife collides and its implementation flow. |