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Precision isosurface rendering of 3D image data

机译:3D图像数据的精确等值面渲染

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We address the task of rendering by ray tracing the isosurface of a high-quality continuous model of volumetric discrete and regular data. Based on first principles, we identify the quadratic B-spline as the best model for our purpose. The nonnegativity of this basis function allows us to confine the potential location of the isosurface within a binary shell. We then show how to use the space-embedding property of splines to further shrink this shell to essentially a single voxel width. Not all rays traced through a given shell voxel intersect the isosurface; many may only graze it, especially when the ray-tracing vantage point is close to or within the volume to be rendered. We propose an efficient heuristic to detect those cases. We present experiments to support our claims.
机译:我们通过射线追踪体积离散和规则数据的高质量连续模型的等值面来解决渲染任务。基于第一原则,我们确定二次B样条曲线是达到我们目的的最佳模型。该基函数的非负性使我们能够将等值面的潜在位置限制在二元壳内。然后,我们展示了如何使用样条线的空间嵌入属性将此壳进一步缩小为基本上单个体素宽度。并非所有通过给定的壳体素跟踪的光线都与等值面相交;许多人可能只会吃草,特别是当射线追踪有利点接近或在要渲染的体积之内时。我们提出了一种有效的启发式方法来检测这些情况。我们提出实验以支持我们的主张。

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