Presentation is loading. Please wait.

Presentation is loading. Please wait.

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

Similar presentations


Presentation on theme: "Direct Volume Rendering w/Shading via Three- Dimensional Textures."— Presentation transcript:

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.)


Download ppt "Direct Volume Rendering w/Shading via Three- Dimensional Textures."

Similar presentations


Ads by Google