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Enabling classification and shading for 3D texture mapping based volume rendering using OpenGL and extensions

机译:使用OpenGL和Extensions启用基于3D纹理映射的3D纹理映射的分类和阴影

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We present a new technique which enables direct volume rendering based on 3D texture mapping hardware, enabling shading as well as classification of the interpolated data. Our technique supports accurate lighting for a one directional lightsource, semi-transparent classification, and correct blending. To circumvent the limitations of one general classification, we introduce multiple classification spaces which are very valuable to understand the visualized data, and even mandatory tocomprehensively grasp the 3D relationship of different materials present in the volumetric data. Furthermore, we illustrate how multiple classification spaces can be realized using existing graphics hardware.In contrast to previously reported algorithms, our technique is capable of performing all the above mentioned tasks within the graphics pipeline. Therefore, it is very efficient: The three dimensional texture needs to be stored only once and no load isput onto the CPU. Besides using standard OpenGL functionality, we exploit advanced per pixel operations and make use of available OpenGL extensions.
机译:我们提出了一种新技术,它能够基于3D纹理映射硬件,实现着色以及内插数据的分类来实现直接卷渲染。我们的技术支持一个定向光源,半透明分类和正确混合的精确照明。为了规避一个一般分类的局限性,我们引入了多种分类空间,这是非常有价值的,以了解可视化数据,甚至是强制性地掌握体积数据中存在的不同材料的3D关系。此外,我们说明了如何使用现有的图形硬件实现多个分类空间。与先前报告的算法对比,我们的技术能够在图形管道内执行所有上述任务。因此,它非常有效:三维纹理只需要存储一次并且没有加载到CPU上。除了使用标准OpenGL功能外,我们还利用每个像素操作的高级操作,并使用可用的OpenGL扩展。

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