Advanced Volume Rendering Techniques with Three-Dimensional Textures
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Explore in-depth rendering methods using texture mapping, shading, and gradient quantization for enhanced volume visualization. Learn about footprint evaluation, rendering algorithms, and footprint functions for improved results in volume rendering.
Advanced Volume Rendering Techniques with Three-Dimensional Textures
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Presentation Transcript
Direct Volume Rendering w/Shading via Three-Dimensional Textures
Introduction • Intro • Limitations • Other methods
Overview of Texture-Map • Initial step • Lookup table computation • Texture map processing
Ambient Light • Calculation
Reflecting Surface Classification • Calculation
Reflected Light Component • Half-way vector specularity model • Lambertian diffuse shading
Gradient Quantization • Quantize gradient direction • Unit Sphere • Tessellation
Rendering Slices • Apply texture • Back to front ordering
Texture Coords • Bounding cube • Transformation:
Introduction • Forward-Mapping Algorithm • Overview
Previous Work • Ray tracing • Compositing techniques • Fitting surfaces into data cells
Rendering Algorithm • Differences from original algorithm • Algorithm breakdown • Transforming • Shading • Reconstruction • Visibility • Splatting
Footprint Function • Calculate once for each view
Generic Footprint Table • Spherical Kernel • Integration along the Z axis
Extents and Mapping • Two cases
Extents and Mapping (cont.) • Extent • Mapping • Ellipsoid defined as
Table Sizes and Kernels • 3 Parameters • Size of the table • Space vs. Quality tradeoff • Accessibility of the table • Table’s underlying kernel