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Published byChristopher Carter Modified over 6 years ago
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An Efficient Method for Volume Rendering using Perspective Projection
Paper by: Kevin L. Novins, Francois X. Sillion and Donald P. Greenberg Presentation by: Ilya Braude
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Introduction Perspective vs. Orthogonal projection Volume Data
Space and time efficiency Non-uniform sampling
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Volume Rendering What is volume rendering? 3D grids of
Volume densities Scalar fields Ray entire volume
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Previous Approaches Random access memory Transformation Cell-by-cell
Expensive Cell-by-cell Access to slices along any axis
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Proposed Approach Slice by slice ray tracing Adaptive supersampling
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Slice by Slice Ray Tracing
Data driven rays Slabs One slab processed at a time Trilinear interpolation at sample points -- 2 slices at at time == slab
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Slice by Slice Ray Tracing
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Slice by Slice Ray Tracing
Slab processing order Assume slabs perpendicular to Z axis Process +Z, -Z
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Slice by Slice Ray Tracing
Complexity O(m2) + O(n2) m - screen resolution n - data resolution Single pass through dataset
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Sampling Loss of resolution at rear of scene Undersampling!!!
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Supersampling Shoot more rays Use 3D mipmap Wastes computation
Increases complexity and interpolation
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Adaptive Supersampling
Split rays as they progress through scene Average results Rays split when 3D sampling rate reaches threshold
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Lens Effects Possible to “focus” camera
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Results
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Results
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Conclusion Questions? Thank you
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