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:
Alternative Pipelines
Results
Footprint Evaluation for Volume Rendering
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
Table Sizes and Kernels (cont.)
Sample Images
Sample Images (cont.)