直接体渲染与阴影通过三维纹理

A. V. Gelder, Kwansik Kim
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引用次数: 244

摘要

描述了一种新的易于实现的直接体渲染方法,该方法使用3D纹理贴图进行加速,并结合了定向照明。该实现名为volx,在硬件支持三维纹理图的工作站上以近乎交互的速度生成高质量的图像。以前报道的方法没有纳入光模型,也没有解决大体积的多个纹理贴图的问题。我们的研究表明,这些扩展对性能的影响大约是原来的十倍。volx支持正字法,透视和立体视图。本文描述了该技术的原理和实现,并将其与剪切-经纱分解方法进行了比较。将直线数据集转换为包含颜色和不透明度信息的三维纹理图。量化法向量和查找表提供了效率。描述了球的一种新的镶嵌,作为法向量量化的基础。描述了一种新的基于梯度的遮阳标准,其中梯度幅度是在现场数据值和材料分类参数的背景下解释的,而不是孤立的。在渲染阶段,纹理映射应用于一堆平行平面,有效地将纹理切割成许多块。石板被组合成一个图像。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Direct volume rendering with shading via three-dimensional textures
A new and easy-to-implement method for direct volume rendering that uses 3D texture maps for acceleration, and incorporates directional lighting, is described. The implementation, called Voltx, produces high-quality images at nearly interactive speeds on workstations with hardware support for three-dimensional texture maps. Previously reported methods did not incorporate a light model, and did not address issues of multiple texture maps for large volumes. Our research shows that these extensions impact performance by about a factor of ten. Voltx supports orthographic, perspective, and stereo views. This paper describes the theory and implementation of this technique, and compares it to the shear-warp factorization approach. A rectilinear data set is converted into a three-dimensional texture map containing color and opacity information. Quantized normal vectors and a lookup table provide efficiency. A new tesselation of the sphere is described, which serves as the basis for normal-vector quantization. A new gradient-based shading criterion is described, in which the gradient magnitude is interpreted in the context of the field-data value and the material classification parameters, and not in isolation. In the rendering phase, the texture map is applied to a stack of parallel planes, which effectively cut the texture into many slabs. The slabs are composited to form an image.
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