Volume rendering using OpenGL and extensions

Volume rendering using OpenGL and extensions
复制标题

使用 OpenGL 和扩展进行体积渲染

DOI:
10.1109/visual.1999.809889
复制
发表时间:
1999
期刊:
Proceedings Visualization '99 (Cat. No.99CB37067)
影响因子:
--
通讯作者:
Wolfgang StraBer
Wolfgang StraBer
中科院分区:
--
文献类型:
--
作者:
Michael MeiBner;Ulrich Hoffmann;Wolfgang StraBer

文献摘要

参考文献

被引文献

相似文献

我们提出了一种新技术,可以基于 3D 纹理映射硬件进行直接体积渲染,从而实现插值数据的着色和分类。我们的技术支持单向光源的精确照明、半透明分类和正确混合。为了规避一种一般分类的局限性,我们引入了多个分类空间,这对于理解可视化数据非常有价值,甚至对于全面掌握体积数据中存在的不同材料的 3D 关系是强制性的。此外,我们还说明了如何使用现有的图形硬件来实现多个分类空间。与之前报道的算法相比,我们的技术能够在图形管道内执行所有上述任务。因此,它非常高效:三维纹理只需要存储一次,并且不会给CPU带来任何负载。除了使用标准 OpenGL 功能外,我们还利用先进的每像素操作并利用可用的 OpenGL 扩展。
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 light source, 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 to comprehensively 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 is put onto the CPU. Besides using standard OpenGL functionality, we exploit advanced per pixel operations and make use of available OpenGL extensions.
数据显示。
DOI: 10.1167/iovs.61.6.25
发表时间: 2020
影响因子: 4.4
作者:
Ledolter,Johannes;Gramlich,OliverW;Kardon,RandyH
通讯作者: Kardon,RandyH