共查询到10条相似文献,搜索用时 62 毫秒
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纹理映射体绘制技术的医学应用 总被引:1,自引:0,他引:1
用Java 3D实现了基于纹理映射的体绘制.在对CT心脏断层图像经过预处理之后,通过软件的方法实现纹理映射,最后再现心脏的三维形体.实验证明,该方法能够实现纹理映射硬件的功能,降低了硬件成本. 相似文献
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Many phenomena in nature and engineering happen simultaneously on rather diverse spatial and temporal scales. In other words,
they exhibit a multi-scale character. A special numerical multilevel technique associated with a particular hierarchical data
structure is adaptive mesh refinement (AMR). This scheme achieves locally very high spatial and temporal resolutions. Due
to its popularity, many scientists are in need of interactive visualization tools for AMR data.
In this article, we present a 3D texture-based volume-rendering algorithm for AMR data that directly utilizes the hierarchical
structure. Thereby fast rendering performance is achieved even for high-resolution data sets. To avoid multiple rendering
of regions that are covered by grids of different levels of resolution, we propose a space partitioning scheme to decompose
the volume into axis-aligned regions of equal-sized cells. Furthermore the problems of interpolation artifacts, opacity corrections,
and texture memory limitations are addressed.
Published online: November 6, 2002
Correspondence to: R. K?hler 相似文献
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Published online: 2 October 2001 相似文献
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One of the most important criticisms that can be made concerning synthesized images is the brand new and too clean aspect
of objects. Surface color modifications can be used to introduce dirtiness or other aging-linked characteristics. Also, techniques
such as bump or displacement mapping allow users to improve surface aspects by introducing geometrical perturbations. In parallel,
the bidirectional reflectance distribution function (BRDF) is a crucial factor in achieving a high degree of realism. It turns
out that surfaces are very often covered by defects such as scratches that are related to both textures and BRDFs due to their
size. Scratches do not always affect the apparent geometry but nevertheless can remain strongly visible. None of the previously
mentioned methods is suited for rendering these defects efficiently. We propose a new method, based on extensions to existing
BRDFs and classical 2D texture mapping techniques, to render efficiently individually visible scratches. We use physical measurements
on "real objects" to derive an accurate geometric model of scratches at small scale range (roughness scale), and we introduce
a new geometric level between bump mapping and BRDFs. Beyond providing graphical results closely matching real cases, our
method opens the way to a new class of considerations in computer graphics based on defects that require the coupling of both
BRDFs and texturing techniques. 相似文献
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Christopher D. Shaw James M. Kukla Ian Soboroff David S. Ebert Charles K. Nicholas Amen Zwa Ethan L. Miller D. Aaron Roberts 《International Journal on Digital Libraries》1999,2(2-3):144-156
This paper describes aminimally immersive three-dimensional volumetric interactive information visualization system for management
and analysis of document corpora. The system, SFA, uses glyph-based volume rendering, enabling more complex data relationships
and information attributes to be visualized than traditional 2D and surface-based visualization systems. Two-handed interaction
using three-space magnetic trackers and stereoscopic viewing are combined to produce aminimally immersive interactive system
that enhances the user’s three-dimensional perception of the information space. This new system capitalizes on the human visual
system’s pre-attentive learning capabilities to quickly analyze the displayed information. SFA is integrated with adocument
management and information retrieval engine named Telltale. Together, these systems integrate visualization and document analysis
technologies to solve the problem of analyzing large document corpora. We describe the usefulness of this system for the analysis
and visualization of document similarity within acorpus of textual documents, and present an example exploring authorship
of ancient Biblical texts.
Received: 15 December 1997 / Revised: June 1999 相似文献
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Published online: 23 April 2002 相似文献
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Texture filtering is essential in enhancing the visual quality of real-time rendering. Conventional schemes do not consider
the characteristics of texture content, thus the sharpness of edges in texture images cannot be retained. This paper proposes
a novel texture-filtering algorithm, which consists of edge-preserving interpolation and edge-preserving MIP-map prefiltering.
The memory bandwidth requirement is kept the same as in conventional schemes by dynamically adjusting the interpolation kernel.
Hardware implementation is also provided to show the real-time processing capability.
Published online: 28 January 2003 相似文献
10.
Binary volume rendering using Slice-based Binary Shell 总被引:2,自引:0,他引:2
This paper presents a new data structure, Slice-based Binary Shell (SBS), for efficient manipulation and rendering of binary
volume data. Since SBS stores only surface voxels with selected attributes of the voxels in a slice-based data structure that
allows direct access to the voxels, it shows high storage and computational efficiency. This efficiency becomes more prominent
when representing multiple binary objects. We also present an efficient rendering algorithm for SBS. The algorithm, based
on the shear-warp technique, provides high-speed interactive rendering for binary volumes of many objects on a PC with no
specialized hardware. 相似文献