1 / 14

Unstructured Volume Rendering

Unstructured Volume Rendering. Grid Types. Structured Grids:. uniform. regular. rectilinear. curvilinear. Unstructured Grids:. regular. irregular. hybrid. curved. OR. Ray-Casting. For each ray find intersection with first cell interpolate a color, opacity value

tmauriello
Download Presentation

Unstructured Volume Rendering

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. Unstructured Volume Rendering

  2. Grid Types Structured Grids: uniform regular rectilinear curvilinear Unstructured Grids: regular irregular hybrid curved

  3. OR Ray-Casting • For each ray • find intersection with first cell • interpolate a color, opacity value • while not outside the volume • find exit point of ray in cell • interpolate a color, opacity value • integrate opacity/color along ray within cell

  4. Ray-Casting • Computationally more expensive • Point location is much more complicated (adjacency info is needed) • Degeneracy in intersection test (hit vertex, edge etc) • Interpolation could be more expensive (cell type dependent)

  5. Projected Tetrahedra (PT) • Shirley and Tuchman 1990 • object order (cell by cell) • Utilize graphics hardware (Gouraud shading) • makes sense if one cell projects to many pixels • based on tetrahedral decomposition

  6. PT – Basic Idea Final Image Back to Front Blending

  7. PT - basic algorithm • Decompose volume into tetrahedral cells • classify each tetrahedron according to its projected profile relative to a viewpoint • find the positions of the tetrahedra vertices after the perspective transformation • decompose projections of the tetrahedra into triangles • find color and opacity values for the triangle vertices using ray integration in the original world coordinates • scan convert the triangles on a graphics workstation

  8. PT – tetrahedra decomposition • Decompose volume into tetrahedral cells • 5 or 6 tetrahedra are possible • want least amount of computation • for 5 - need to make sure that there will be no “cracks”

  9. PT - tetrahedra • for 5 - need to make sure that there will be no “cracks” • I.e. edges need to line up properly

  10. PT – projection & classification • Classify each tetrahedron according to its projected profile relative to a viewpoint • Based on the normal directions • Point toward (+) • Point away from (-) • Perpendicular to the eye (0) • +++- • - - + • - + + • ++ - 0 • - + 0 • + - 00

  11. PT - Decompose • Decompose projections of the tetrahedra into triangles • Find the triangle vertex positions (tetrahedron vertex or edge intersection) after perspective projection

  12. PT – Rendering • Render the tetrahedra (decomposed triangles) back to front • Need to calculate the color and opacity at each triangle vertex – precomputed ray integration is needed • Graphics hardware for Gouraud shading

  13. PT – Vertex Color/Opacity • Zero opacity at “thin” vertices • Data color at “thin” vertices • Ray integration needed for “thick” vertices

  14. PT – Ray Integration • Let’s do it on the board …

More Related