Imanol Herrera, Carlos Buchart, D. Borro, S. Jaume, P. R. Alface, B. Macq
{"title":"Adding Refined Isosurface Rendering and Shadow Mapping to vtkGPUVolumeRayCastMapper","authors":"Imanol Herrera, Carlos Buchart, D. Borro, S. Jaume, P. R. Alface, B. Macq","doi":"10.54294/wbf2sx","DOIUrl":null,"url":null,"abstract":"In the medical simulation world the use of isosurfaces is a common action, as the information from some sources, e.g. CTs, is very well defined, and the isosurface can be easily set. Additionally, in any simulator shadows are a necessary addition to increase the users immersion as well as its depth perception. Unfortunately, the Visualization Toolkit does not offer these features, and so in this paper a modified vtkGPUVolumeRayCastMapper is presented. This modified version allows volumetric isosurface rendering as well as receiving shadows from polygons using the usual pipeline.","PeriodicalId":251524,"journal":{"name":"The VTK Journal","volume":"98 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2012-10-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"The VTK Journal","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.54294/wbf2sx","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
In the medical simulation world the use of isosurfaces is a common action, as the information from some sources, e.g. CTs, is very well defined, and the isosurface can be easily set. Additionally, in any simulator shadows are a necessary addition to increase the users immersion as well as its depth perception. Unfortunately, the Visualization Toolkit does not offer these features, and so in this paper a modified vtkGPUVolumeRayCastMapper is presented. This modified version allows volumetric isosurface rendering as well as receiving shadows from polygons using the usual pipeline.