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Volume Rendering Volume Rendering

Volume Rendering - PowerPoint Presentation

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Uploaded On 2015-10-13

Volume Rendering - PPT Presentation

CMSC 491635 Volume data 3D Scalar Field Fxyz Implicit functions Voxel grid Scalar data Density Temperature Wind speed Implicit functions Blobs Blinn 82 Metaballs Nishimura 83 ID: 159782

ray volume points rendering volume ray rendering points texture voxels isosurface shading color voxel marching functions scalar integrated cubes pre warp shear

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Presentation Transcript

Slide1

Volume Rendering

CMSC

491/635Slide2

Volume data

3D Scalar Field:

F(x,y,z) = ?

Implicit functions

Voxel grid

Scalar data

Density

Temperature

Wind speed

…Slide3

Implicit functions

Blobs

[Blinn 82]

Metaballs

[Nishimura 83]

Soft Objects [Wyvill 86]Polynomial approximation for exp()

Philo Vivero http://faemalia.orgSlide4

Voxels

Sampled volume

Usually in a grid

Measured

MRI, CT scan, …

ComputedSample geometric modelFinite element simulation…Slide5

Isosurface rendering

F(x,y,z) – c = 0

(for some given c)

Isosurface normal:

FImplicit: Point repulsion [Witkin 92]Voxel: Marching cubes [Lorensen 87]Slide6

Marching cubes

Estimate intersection point on each edge

Same criteria (e.g. linear interpolation)

Polygons will match

Use template for polygons

28 possibilities, 15 “unique”Store templates in tableSlide7

Marching tetrahedra

Decompose volume into tetrahedra

Avoids ambiguous “opposite corner” cases

2

4

= 16 cases, 3 unique0 or 4 points inside (0 triangles)1 or 3 points inside (1 triangle)2 points inside (2 triangles)Slide8

Direct volume rendering

Model as translucent material

Color and extinction ,

Attenuation along ray

Attenuated color at Accumulate attenuated colors along ray Slide9

Simplify volume integral

Numeric integration, step size d

Color of ray segment

Back to front composite Slide10

Transfer functions

Map scalar to color and/or opacitySlide11

Appearance

Additive / pseudo-XRay

Volume lighting: ,

Directional derivative Slide12

Rendering methods

Ray casting

Splatting

Texture accumulation

Shear-warp

Fourier volume renderingSlide13

Ray casting

Straightforward numerical integration

Uniform steps along ray

Resample

volume to sample points

Before classification and/or shadingAfter classification and/or shadingSlide14

Splatting [Westover 90]

Resample directly onto screen

Each voxel contributes kernel footprint

Reconstruction + pixel filter

Accumulate back-to-frontSlide15

Shear-warp [Lacroute 94]Slide16

Texture accumulation

Let texturing hardware resample

Accumulate back-to-front

3D textures

Render slices parallel to image plane

Shift accesses for , 2D texture slicesSlice sets perpendicular to each axisChoose set most parallel to image planeSlide17

Pre-integrated texture

[Engel 01]

Improve approximation for and

Lookup(start value, end value, d)

Dependent lookup

3D texture

2D texture

linear in dconstant dSlide18

Pre-integrated texture

a: shading before resampling

b: shading after resampling

c: b with interpolated slices

d: pre-integrated, same slice set as bSlide19

Dividing cubes

Find voxels that cross isosurface

Subdivide to pixel-sized sub-voxels

Find sub-voxels that cross isosurface

Plot as shaded points / kernel footprints