Adding shadows to a texture-based volume renderer

U. Behrens, R. Ratering
{"title":"Adding shadows to a texture-based volume renderer","authors":"U. Behrens, R. Ratering","doi":"10.1145/288126.288149","DOIUrl":null,"url":null,"abstract":"Texture based volume rendering is a technique to efficiently visualize volumetric data using texture mapping hardware. We present an algorithm that extends this approach to render shadows for the volume. The algorithm takes advantage of fast frame buffer operations which modern graphics hardware offers, but does not depend on any special purpose hardware. The visual impression of the final image is significantly improved by bringing more structure and three dimensional information into the often foggyish appearance of texture based volume renderings. Although the algorithm does not perform lighting calculations, the resulting image has a shaded appearance, which is a further visual cue to spatial understanding of the data and lets the images appear more realistic. As calculating the shadows is independent of the visualization process it can be applied to any form of volume visualization, though volume rendering based on two- or three-dimensional texture mapping hardware makes the most sense. Compared to unshadowed texture based volume rendering, performance decreases by less than 50%, which is still sufficient to guarantee interactive manipulation of the volume data. In the special case where only the camera is moving with the light position fixed to the scene there is no performance decrease at all, because recalculation has only to be done if the position of the light source with respect to the volume changes.","PeriodicalId":167141,"journal":{"name":"IEEE Symposium on Volume Visualization (Cat. No.989EX300)","volume":"129 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1998-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"89","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"IEEE Symposium on Volume Visualization (Cat. No.989EX300)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/288126.288149","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 89

Abstract

Texture based volume rendering is a technique to efficiently visualize volumetric data using texture mapping hardware. We present an algorithm that extends this approach to render shadows for the volume. The algorithm takes advantage of fast frame buffer operations which modern graphics hardware offers, but does not depend on any special purpose hardware. The visual impression of the final image is significantly improved by bringing more structure and three dimensional information into the often foggyish appearance of texture based volume renderings. Although the algorithm does not perform lighting calculations, the resulting image has a shaded appearance, which is a further visual cue to spatial understanding of the data and lets the images appear more realistic. As calculating the shadows is independent of the visualization process it can be applied to any form of volume visualization, though volume rendering based on two- or three-dimensional texture mapping hardware makes the most sense. Compared to unshadowed texture based volume rendering, performance decreases by less than 50%, which is still sufficient to guarantee interactive manipulation of the volume data. In the special case where only the camera is moving with the light position fixed to the scene there is no performance decrease at all, because recalculation has only to be done if the position of the light source with respect to the volume changes.
在基于纹理的体渲染器中添加阴影
基于纹理的体绘制是一种利用纹理映射硬件高效可视化体数据的技术。我们提出了一种算法,扩展了这种方法来渲染体积的阴影。该算法利用了现代图形硬件提供的快速帧缓冲操作,但不依赖于任何特殊用途的硬件。通过将更多的结构和三维信息引入到基于纹理的体效果图的模糊外观中,最终图像的视觉印象得到了显着改善。虽然该算法不执行照明计算,但生成的图像具有阴影外观,这是对数据空间理解的进一步视觉提示,并使图像看起来更真实。由于计算阴影是独立于可视化过程的,它可以应用于任何形式的体可视化,尽管基于二维或三维纹理映射硬件的体渲染是最有意义的。与基于无阴影纹理的体绘制相比,性能下降不到50%,仍然足以保证对体数据的交互式操作。在特殊情况下,只有相机移动时,光源的位置固定在场景中,没有任何性能下降,因为只有当光源的位置相对于体积变化时才需要重新计算。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信