Direct volume rendering with shading via three-dimensional textures

被引:83
作者
VanGelder, A
Kim, K
机构
来源
1996 SYMPOSIUM ON VOLUME VISUALIZATION, PROCEEDINGS | 1996年
关键词
computer graphics; scientific visualization; texture map; direct volume rendering; spherical tesselation;
D O I
10.1109/SVV.1996.558039
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
A new and easy-to-implement method for direct volume rendering that uses 3D texture maps for acceleration, and incorporates directional lighting, is described. The implementation, called Vola, produces high-quality images at nearly interactive speeds on workstations with hardware support for three-dimensional texture maps. Previously reported methods did not incorporate a light model, and did not address issues of multiple texture maps for large volumes. Our research shows that these extensions impact performance by about a factor of ten. Voltx supports orthographic, perspective, and stereo views. This paper describes the theory and implementation of this technique, and compares it to the shear-warp factorization approach. A rectilinear data set is converted into a three-dimensional texture map containing color and opacity information. Quantized normal vectors and a lookup table provide efficiency. A new tesselation of the sphere is described, which serves as the basis for normal-vector quantization. A new gradient-based shading criterion is described, in which the gradient magnitude is interpreted in the context of the field-data value and the material classification parameters, and not in isolation. In the rendering phase, the texture map is applied to a stack of parallel planes, which effectively cut the texture into many slabs. The slabs are composited to form an image.
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页码:23 / &
页数:9
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