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Unstructured Volume Rendering. Grid Types uniformrectilinearregularcurvilinear Structured Grids: regularirregularhybridcurved Unstructured Grids:

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Presentation on theme: "Unstructured Volume Rendering. Grid Types uniformrectilinearregularcurvilinear Structured Grids: regularirregularhybridcurved Unstructured Grids:"— Presentation transcript:

1 Unstructured Volume Rendering

2 Grid Types uniformrectilinearregularcurvilinear Structured Grids: regularirregularhybridcurved Unstructured Grids:

3 Ray-Casting For each ray find intersection with first cell interpolate a color, opacity value while not outside the volume find exit point of ray in cell interpolate a color, opacity value integrate opacity/color along ray within cell OR

4 Ray-Casting Computationally more expensive Point location is much more complicated (adjacency info is needed) Degeneracy in intersection test (hit vertex, edge etc) Interpolation could be more expensive (cell type dependent)

5 Projected Tetrahedra (PT) Shirley and Tuchman 1990 object order (cell by cell) Utilize graphics hardware (Gouraud shading) makes sense if one cell projects to many pixels based on tetrahedral decomposition

6 PT – Basic Idea Back to Front Blending Final Image

7 PT - basic algorithm Decompose volume into tetrahedral cells classify each tetrahedron according to its projected profile relative to a viewpoint find the positions of the tetrahedra vertices after the perspective transformation decompose projections of the tetrahedra into triangles find color and opacity values for the triangle vertices using ray integration in the original world coordinates scan convert the triangles on a graphics workstation

8 PT – tetrahedra decomposition Decompose volume into tetrahedral cells 5 or 6 tetrahedra are possible want least amount of computation for 5 - need to make sure that there will be no “cracks”

9 PT - tetrahedra for 5 - need to make sure that there will be no “cracks” I.e. edges need to line up properly

10 PT – projection & classification Classify each tetrahedron according to its projected profile relative to a viewpoint Based on the normal directions Point toward (+) Point away from (-) Perpendicular to the eye (0) +++- - - - + - - + + ++ - 0 - - + 0 + - 00

11 PT - Decompose Decompose projections of the tetrahedra into triangles Find the triangle vertex positions (tetrahedron vertex or edge intersection) after perspective projection

12 PT – Rendering Render the tetrahedra (decomposed triangles) back to front Need to calculate the color and opacity at each triangle vertex – precomputed ray integration is needed Graphics hardware for Gouraud shading

13 PT – Vertex Color/Opacity Zero opacity at “thin” vertices Data color at “thin” vertices Ray integration needed for “thick” vertices

14 PT – Ray Integration Let’s do it on the board …


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