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