Fast generation of spherical slicing surfaces for irregular volume rendering

Fast generation of spherical slicing surfaces for irregular volume rendering
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快速生成球形切片表面以进行不规则体积渲染

DOI:
10.1007/bf01898602
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发表时间:
1995
期刊:
The Visual Computer
影响因子:
--
通讯作者:
Takayuki Ito
Takayuki Ito
中科院分区:
--
文献类型:
--
作者:
K. Koyamada;Takayuki Ito

文献摘要

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提出了一种用于不规则体数据体绘制的同心球面切片生成算法。我们的原始算法通过从后到前累加同心球面切片曲面来近似体绘制,通过传统的等值面生成算法来生成这些曲面。然而,这会导致性能瓶颈。为了解决这一问题,我们提出了一种种子细胞的增殖切片曲面生成方法,该算法根据到观察点的距离的极值点自动确定切片曲面。基准测试表明,该方法能显著提高系统性能。此外,我们将该算法与我们先前提出的光线投射算法进行了比较,并讨论了选择哪种算法来最大化性能的准则
An efficient algorithm for generating a set of concentric spherical slicing surfaces for volume rendering of irregular volume datasets is presented. Our original algorithm, which approximates volume rendering by accumulating concentric spherical slicing surfaces from back to front, generates these surfaces by means of a conventional isosurface generation algorithm. However, this causes a performance bottleneck. To solve the problem, we propose a proliferous generation of slicing surfaces from seed cells, which are automatically determined according to the extremum points of the values of distances from a viewing point. A benchmark test shows that this approach can improve the performance significantly. In addition, we compare this algorithm with a raycasting algorithm that we proposed previously, and discuss a criterion for selecting which one to use for maximizing the performance