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Published byAllison Adams Modified over 9 years ago
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Volume Clipping via Per-Fragment Operations in Texture-Based Volume Visualization Visualization and Interactive Systems Group University of Stuttgart Germany
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Approach Currently –Primitive clip planes Clip object specified –Clip geometry using a polygon mesh –Volumetric 3d textures as a voxel mask
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Depth-based clipping Depth structure for 1 pixel in the frame buffer Straightforward approach -1 boundary - Render clip to depth buffer - Disable writing to depth buffer; -Enable depth test - “Greater” or “less” - Render textures
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Depth-based volume probing – Render front faces of geometry to depth buffer to get z front -Store depth buffer to a texture (gfx-mem) -Fragment shader shifts all depth by –z front -Render back faces -Render slices with depth shift/test
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Volumetric Clip Textures Voxelise the clip geometry as binary volume –1: voxel is inside ; 0: voxel is clipped Per-fragment multiplicaton of vol*clip texture Disadvantages –Jaggy artifacts due to discretization
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Results Voxel Clipping -Varying alpha for smooth variation -Visible jaggy edges :trilinear interpolation doesn’t give sharp edges -Reuse clip texture – cylinder as many translated 2d circle texture Clip Geometry -High quality (per pixel) -No aliasing -Change of geometry is trivial -slower (x4) - Convex geometry (multipass??)
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