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Deformable volume rendering by 3D texture mapping and octree encoding

机译:通过3D纹理映射和八叉树编码进行可变形体渲染

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Rendering deformable volume data currently needs separate processes for deformation and rendering, and is expensive in terms of both computational and memory costs. Recognizing the importance of unifying these processes, we present a new approach to the direct rendering of deformable volumes without explicitly constructing the intermediate deformed volumes. The volume deformation is done by a radial basis function that is piecewise linearly approximated by an adaptive subdivision of the octree encoded target volume. The octree blocks in the target volume are then projected, reverse morphed and texture mapped, using the SGI 3D texture mapping hardware, in a back-to-front order. A template-based Z-plane/block intersection method is used to expedite the block projection computation.
机译:渲染可变形体数据当前需要用于变形和渲染的单独过程,并且就计算和存储成本而言都是昂贵的。认识到统一这些过程的重要性,我们提出了一种直接渲染可变形体而不显式构造中间变形体的新方法。体积变形由径向基函数完成,该径向基函数由八叉树编码目标体积的自适应细分分段线性近似。然后,使用SGI 3D纹理映射硬件以从后到前的顺序对目标体积中的八叉树块进行投影,反向变形和纹理映射。基于模板的Z平面/块相交方法用于加速块投影计算。

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