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Direct Volume Rendering w/Shading via Three-Dimensional Textures

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

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  1. Direct Volume Rendering w/Shading via Three-Dimensional Textures

  2. Introduction • Intro • Limitations • Other methods

  3. Overview of Texture-Map • Initial step • Lookup table computation • Texture map processing

  4. Ambient Light • Calculation

  5. Reflecting Surface Classification • Calculation

  6. Reflected Light Component • Half-way vector specularity model • Lambertian diffuse shading

  7. Gradient Quantization • Quantize gradient direction • Unit Sphere • Tessellation

  8. Rendering Slices • Apply texture • Back to front ordering

  9. Texture Coords • Bounding cube • Transformation:

  10. Alternative Pipelines

  11. Results

  12. Footprint Evaluation for Volume Rendering

  13. Introduction • Forward-Mapping Algorithm • Overview

  14. Previous Work • Ray tracing • Compositing techniques • Fitting surfaces into data cells

  15. Rendering Algorithm • Differences from original algorithm • Algorithm breakdown • Transforming • Shading • Reconstruction • Visibility • Splatting

  16. Footprint Function • Calculate once for each view

  17. Generic Footprint Table • Spherical Kernel • Integration along the Z axis

  18. Extents and Mapping • Two cases

  19. Extents and Mapping (cont.) • Extent • Mapping • Ellipsoid defined as

  20. Table Sizes and Kernels • 3 Parameters • Size of the table • Space vs. Quality tradeoff • Accessibility of the table • Table’s underlying kernel

  21. Table Sizes and Kernels (cont.)

  22. Sample Images

  23. Sample Images (cont.)

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