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AN INTERACTIVE CONCAVE VOLUME CLIPPING METHOD BASED ON GPU RAY CASTING WITH BOOLEAN OPERATION

机译:基于布尔操作的GPU射线铸造的交互式凹面容积裁剪方法

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Volume clipping techniques can display inner structures and avoid difficulties in specifying an appropriate transfer function. We present an interactive concave volume clipping method by implementing both rendering and Boolean operation on GPU. Common analytical convex objects, such as polyhedrons and spheres, are determined by parameters. So it consumes very little video memory to implement concave volume clipping with Boolean operations on GPU. The intersection, subtraction and union operations are implemented on GPU by converting 3D Boolean operation into ID Boolean operation. To enhance visual effects, a pseudo color based rendering model is proposed and the Phong illumination model is enabled on the clipped surfaces. Users are allowed to select a color scheme from several schemes that are pre-defined or specified by users, to obtain clear views of inner anatomical structures. At last, several experiments were performed on a standard PC with a GeForce FX8600 graphics card. Experimental results show that the three basic Boolean operations are correctly performed, and our approach can freely clip and visualize volumetric datasets at interactive frame rates.
机译:体积裁剪技术可以显示内部结构,并避免在指定适当的传递函数时遇到困难。通过在GPU上同时实现渲染和布尔运算,我们提出了一种交互式凹面体裁剪方法。常见的分析凸对象(例如多面体和球体)由参数确定。因此,使用GPU上的布尔运算实现凹体积裁剪时,它仅占用很少的视频内存。通过将3D布尔运算转换为ID布尔运算,可在GPU上实现交,减和并运算。为了增强视觉效果,提出了一种基于伪彩色的渲染模型,并在修剪的表面上启用了Phong照明模型。允许用户从用户预先定义或指定的几种方案中选择颜色方案,以获得内部解剖结构的清晰视图。最后,在装有GeForce FX8600显卡的标准PC上进行了几次实验。实验结果表明,正确执行了三个基本布尔运算,并且我们的方法可以以交互帧速率自由裁剪和可视化体积数据集。

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