Direct Volume Rendering wShading via Three Dimensional Textures Slides: 23 Download presentation Direct Volume Rendering w/Shading via Three. Dimensional Textures Introduction n Intro Limitations Other methods Overview of Texture-Map n n n Initial step Lookup table computation Texture map processing Ambient Light n Calculation Reflecting Surface Classification n Calculation Reflected Light Component n n Half-way vector specularity model Lambertian diffuse shading Gradient Quantization n Quantize gradient direction Unit Sphere Tessellation Rendering Slices n n Apply texture Back to front ordering Texture Coords n n Bounding cube Transformation: Alternative Pipelines Results Footprint Evaluation for Volume Rendering Introduction n n Forward-Mapping Algorithm Overview Previous Work n n n Ray tracing Compositing techniques Fitting surfaces into data cells Rendering Algorithm n n Differences from original algorithm Algorithm breakdown q q n Transforming Shading Reconstruction Visibility Splatting Footprint Function n Calculate once for each view Generic Footprint Table n n Spherical Kernel Integration along the Z axis Extents and Mapping n Two cases Extents and Mapping (cont. ) n Extent n Mapping n Ellipsoid defined as Table Sizes and Kernels n 3 Parameters q Size of the table n Space vs. Quality tradeoff q Accessibility of the table q Table’s underlying kernel Table Sizes and Kernels (cont. ) Sample Images Sample Images (cont. )