direct volume rendering w/shading via three- dimensional textures

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Direct Volume Rendering w/Shading via Three-Dimensional Textures

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Page 1: Direct Volume Rendering w/Shading via Three- Dimensional Textures

Direct Volume Rendering w/Shading via Three-Dimensional Textures

Page 2: Direct Volume Rendering w/Shading via Three- Dimensional Textures

Introduction

Intro Limitations Other methods

Page 3: Direct Volume Rendering w/Shading via Three- Dimensional Textures

Overview of Texture-Map

Initial step Lookup table computation Texture map processing

Page 4: Direct Volume Rendering w/Shading via Three- Dimensional Textures

Ambient Light

Calculation

Page 5: Direct Volume Rendering w/Shading via Three- Dimensional Textures

Reflecting Surface Classification Calculation

Page 6: Direct Volume Rendering w/Shading via Three- Dimensional Textures

Reflected Light Component

Half-way vector specularity model Lambertian diffuse shading

Page 7: Direct Volume Rendering w/Shading via Three- Dimensional Textures

Gradient Quantization

Quantize gradient direction Unit Sphere Tessellation

Page 8: Direct Volume Rendering w/Shading via Three- Dimensional Textures

Rendering Slices

Apply texture Back to front ordering

Page 9: Direct Volume Rendering w/Shading via Three- Dimensional Textures

Texture Coords

Bounding cube Transformation:

Page 10: Direct Volume Rendering w/Shading via Three- Dimensional Textures

Alternative Pipelines

Page 11: Direct Volume Rendering w/Shading via Three- Dimensional Textures

Results

Page 12: Direct Volume Rendering w/Shading via Three- Dimensional Textures

Footprint Evaluation for Volume Rendering

Page 13: Direct Volume Rendering w/Shading via Three- Dimensional Textures

Introduction

Forward-Mapping Algorithm Overview

Page 14: Direct Volume Rendering w/Shading via Three- Dimensional Textures

Previous Work

Ray tracing Compositing techniques Fitting surfaces into data cells

Page 15: Direct Volume Rendering w/Shading via Three- Dimensional Textures

Rendering Algorithm

Differences from original algorithm Algorithm breakdown

Transforming Shading Reconstruction Visibility

Splatting

Page 16: Direct Volume Rendering w/Shading via Three- Dimensional Textures

Footprint Function

Calculate once for each view

Page 17: Direct Volume Rendering w/Shading via Three- Dimensional Textures

Generic Footprint Table

Spherical Kernel Integration along the Z

axis

Page 18: Direct Volume Rendering w/Shading via Three- Dimensional Textures

Extents and Mapping

Two cases

Page 19: Direct Volume Rendering w/Shading via Three- Dimensional Textures

Extents and Mapping (cont.)

Extent

Mapping

Ellipsoid defined as

Page 20: Direct Volume Rendering w/Shading via Three- Dimensional Textures

Table Sizes and Kernels

3 Parameters Size of the table

Space vs. Quality tradeoff

Accessibility of the table

Table’s underlying kernel

Page 21: Direct Volume Rendering w/Shading via Three- Dimensional Textures

Table Sizes and Kernels (cont.)

Page 22: Direct Volume Rendering w/Shading via Three- Dimensional Textures

Sample Images

Page 23: Direct Volume Rendering w/Shading via Three- Dimensional Textures

Sample Images (cont.)