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. ) Rendering fur with three dimensional texturesRaycasting ddaVolume rendering tutorialIntroduction to volume renderingIndirect volume renderingRendererCircular motion is one dimensional or two dimensionalVia crucis via lucisVia positiva and via negativaVia lucis estaciones imagenesVia piramidal y via extrapiramidalVia erudita e via popularInvented textureAlter fabricLine color and texturePartially resident texturesRock textures chartInvented texture in artDynamic texturesGrain rotationMetamorphic texturesCuda texture objectWhat are texturesThe illusion of detail