Interactive texturing by polyhedron decomposition

Volker Leeb, L. Auer, A. Radetzky
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引用次数: 5

Abstract

For visualization in virtual reality, two topics are of major importance: real-time rendering and realism. To meet these requirements, modern graphics hardware has to be applied wherever possible. A commonly used method to improve realism without decreasing the rendering speed is texturing. Today, fast texture mapping algorithms are even integrated in low-cost hardware. However, high-resolving and non-distorting texturing is very difficult and sometimes even impossible for non-convex complex polyhedra. Nevertheless, the realism of many virtual reality applications could be improved by using non-distorted textures. Especially in surgical simulation, each anatomical detail has to be placed correctly on very complex models of human organs. For this, a new method has been developed, allowing the interactive placement of high-resolution bitmaps to any desired position on the model's surface. In addition, the visualization quality can be improved by using an antialiasing filter. This method, called arbitrary texture placement, utilizes polyhedron decomposition to split one object of complex shape into N triangles. Treating each triangle of the surface as independent object it is possible to assign them an unique part of the texture space where color information can be stored. If a bitmap is applied to the polyhedron's surface, the involved triangles are determined and the pieces of the bitmap inside the triangle are stored at the corresponding areas in the texture space. An example shows the appliance of the method to an anatomical model of the ventricular system in the human brain, used for simulating minimally invasive neurosurgery.
多面体分解的交互纹理
对于虚拟现实中的可视化,有两个重要的主题:实时渲染和真实感。为了满足这些要求,必须尽可能地应用现代图形硬件。在不降低渲染速度的情况下提高真实感的常用方法是纹理。今天,快速纹理映射算法甚至集成在低成本硬件中。然而,对于非凸复杂多面体来说,实现高分辨率和无畸变的纹理化是非常困难的,有时甚至是不可能的。然而,许多虚拟现实应用的真实感可以通过使用非扭曲纹理来改善。特别是在手术模拟中,每个解剖细节都必须正确地放置在非常复杂的人体器官模型上。为此,开发了一种新方法,允许将高分辨率位图交互式放置到模型表面的任何所需位置。此外,使用抗混叠滤波器可以提高可视化质量。这种方法被称为任意纹理放置,它利用多面体分解将一个复杂形状的物体分割成N个三角形。将表面的每个三角形视为独立的对象,可以为它们分配纹理空间的唯一部分,其中可以存储颜色信息。如果将位图应用于多面体表面,则确定所涉及的三角形,并且三角形内的位图块存储在纹理空间的相应区域中。实例显示了该方法在人脑心室系统解剖模型中的应用,用于模拟微创神经外科手术。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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