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Direct Volume Rendering w/Shading via Three- Dimensional Textures
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Introduction Intro Limitations Other methods
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Overview of Texture-Map Initial step Lookup table computation Texture map processing
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Ambient Light Calculation
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Reflecting Surface Classification Calculation
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Reflected Light Component Half-way vector specularity model Lambertian diffuse shading
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Gradient Quantization Quantize gradient direction Unit Sphere Tessellation
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Rendering Slices Apply texture Back to front ordering
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Texture Coords Bounding cube Transformation:
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Alternative Pipelines
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Results
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Footprint Evaluation for Volume Rendering
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Introduction Forward-Mapping Algorithm Overview
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Previous Work Ray tracing Compositing techniques Fitting surfaces into data cells
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Rendering Algorithm Differences from original algorithm Algorithm breakdown Transforming Shading Reconstruction Visibility Splatting
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Footprint Function Calculate once for each view
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Generic Footprint Table Spherical Kernel Integration along the Z axis
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Extents and Mapping Two cases
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Extents and Mapping (cont.) Extent Mapping Ellipsoid defined as
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Table Sizes and Kernels 3 Parameters Size of the table Space vs. Quality tradeoff Accessibility of the table Table’s underlying kernel
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Table Sizes and Kernels (cont.)
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Sample Images
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Sample Images (cont.)
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