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Multimodal Volume Rendering With 3d Textures

机译:具有3d纹理的多峰体绘制

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In this paper, we describe a volume rendering application for multimodal datasets based on 3D texture mapping. Our method takes as input two pre-registered voxel models and constructs two 3D textures. It renders the multimodal data by depth compositing view-aligned texture slices of the model. For each texel of a slice, it performs a fetch to each 3D texture and performs fusion and shading using a fragment shader. The application allows users to choose either emission and absorption shading or surface shading for each model. Shading is implemented by using two auxiliary 1D textures for each transfer function. Moreover, data fusion takes into account the presence of surfaces and the specific values that are merged, so that the weight of each modality in fusion is not constant but defined through a 2D transfer function implemented as a 2D texture. This method is very fast and versatile and it provides a good insight into multimodal data.
机译:在本文中,我们描述了基于3D纹理映射的多峰数据集的体绘制应用程序。我们的方法将两个预先注册的体素模型作为输入,并构造两个3D纹理。它通过深度合成模型的视图对齐纹理切片来呈现多峰数据。对于切片的每个纹理元素,它将对每个3D纹理执行提取,并使用片段着色器执行融合和着色。该应用程序允许用户为每个模型选择发射和吸收着色或表面着色。通过为每个传递函数使用两个辅助1D纹理来实现着色。此外,数据融合考虑了曲面的存在和合并的特定值,因此融合中每个模态的权重不是恒定的,而是通过实现为2D纹理的2D传递函数定义的。这种方法非常快速且通用,它可以很好地了解多峰数据。

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