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An Overview of Rendering from Volume Data --- including Surface and Volume Rendering

机译:体数据渲染概述-包括表面和体渲染

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摘要

Volume rendering is a title often ambiguously used in science. One meaning often quoted is: `to render any three volume dimensional data set'; however, within this categorisation `surface rendering'' is contained. Surface rendering is a technique for visualising a geometric representation of a surface from a three dimensional volume data set. A more correct definition of Volume Rendering would only incorporate the direct visualisation of volumes, without the use of intermediate surface geometry representations. Hence we state: `Volume Rendering is the Direct Visualisation of any three dimensional Volume data set; without the use of an intermediate geometric representation for isosurfaces'; `Surface Rendering is the Visualisation of a surface, from a geometric approximation of an isosurface, within a Volume data set'; where an isosurface is a surface formed from a cross connection of data points, within a volume, of equal value or density. This paper is an overview of both Surface Rendering and Volume Rendering techniques. Surface Rendering mainly consists of contouring lines over data points and triangulations between contours. Volume rendering methods consist of ray casting techniques that allow the ray to be cast from the viewing plane into the object and the transparency, opacity and colour calculated for each cell; the rays are often cast until an opaque object is `hit' or the ray exits the volume.
机译:体积渲染是科学中经常含糊使用的标题。经常引用的意思是:“渲染任何三个体积维数据集”;但是,在此分类中包含“表面渲染”。表面渲染是一种用于从三维体积数据集中可视化表面的几何表示的技术。体积渲染的更正确定义将只包含体积的直接可视化,而无需使用中间表面几何图形表示。因此,我们声明:“体绘制是任何三维体数据集的直接可视化;不使用等值面的中间几何表示; “表面渲染是在体积数据集中根据等值面的几何近似值对表面的可视化”;等值面是由体积内具有相等值或密度的数据点的交叉连接形成的表面。本文概述了“表面渲染”和“体积渲染”技术。曲面渲染主要由数据点上的轮廓线和轮廓之间的三角测量组成。体绘制方法由射线投射技术组成,该技术允许将射线从视平面投射到对象中,并为每个单元格计算透明度,不透明度和颜色。通常会投射射线,直到不透明的物体被“击中”或射线退出体积为止。

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  • 作者

    Roberts Jonathan C.;

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  • 年度 1993
  • 总页数
  • 原文格式 PDF
  • 正文语种 {"code":"en","name":"English","id":9}
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