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为降低体绘制中传递函数参数选择的盲目性和设计的复杂性,提出一种基于拉普拉斯特征映射的传递函数设计方法.提取体数据中各种特征信息构建高维传递函数参数空间,通过拉普拉斯特征映射将其映射到保持了体数据局部流形结构和高维参数空间分类能力的二维参数空间,在此嵌入空间上设计一种基于k-means聚类的传递函数,得到了较好的体数据分类和绘制结果.通过在一组体数据上的实验验证了该方法的有效性. 相似文献
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传统的体纹理绘制方法采用函数模型定义体纹理空间的颜色,模拟不同的纹理特征需要反复调整与测试相关参数,且在多数情况下不能获得令人满意的结果.以木材体纹理绘制为例,提出了一种基于样图的体纹理绘制新方法.该方法针对木材纹理的结构特点构造样图空间与体纹理空间的几何映射关系,采用木纹样图的像素纹理值定义体纹理空间的颜色.实验结果表明,绘制的纹理不仅较好地模拟了木纹样图中的纹理特征,而且在物体各表面交界处保持连续.由于纹理样图可根据用户需要任意选取,基于样图的体纹理绘制方法显著提高了计算机生成木纹的真实感与多样性. 相似文献
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为了提高体绘制速度,提出了一种基于纹理映射、具有Phong光照效果的体绘制加速算法.该算法是根据Phong光照模型,利用一单位球面体来仿真相同光照绘制条件下的每一个体素的反射光强,首先形成一个以法线矢量为索引值的反射光强查寻表,再应用窗值变换的加速算法来计算体素的不透明度;然后采用纹理映射的方法将体素光强值与由不透明度组成的3D数据集从物体空间投射到观察空间,再沿视方向融合为3D图象.实验表明,这种3D旋转的明暗修正保证了体绘制中3D旋转几何变换的多视角观察的交互速度.由于该算法综合了体绘制软件算法数据处理与纹理映射硬件加速的优点,并用2D纹理映射与融合的方法实现了体数据的3D重建,因而不仅降低了对计算机硬件与软件环境的要求,而且在目前通用个人计算机上即可获得近似实时的交互绘制速度和良好的3D图象品质.据研究,该算法同样适用于3D纹理映射的体绘制方法. 相似文献
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基于纹理映射与融合的医学体数据射线跟踪法 总被引:1,自引:1,他引:1
提出一种基于2D纹理映射与纹理融合的射线跟踪法,原理是利用窗值变换将体数据转换为具有光强和不透明度信息的2D纹理序列集,将其从物体空间映射到观察空间,再沿视线方向按从后往前的次序将其融合为3D图像。该方法充分利用了现有通用微机显卡纹理映射的硬件加速技术,算法简洁、易于实现,可以生成具有X光透视效果的3D图像,降低了体绘制对计算机硬件的要求,在目前通用微机上即可获得交互的绘制速度和良好的3D图像品质。 相似文献
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首先基于集合论方法对体数据内部结构进行分析(内部结构是指被外部物体遮挡或隐藏而不能从外部直接看到的物体或结构),从而给出了内部结构绘制技术的功能要求。基于此功能要求,提出了基于内部结构区域的体绘制技术来分析体数据内部结构的方法。基于内部结构区域的体绘制技术之所以能够分析体数据内部结构是因为该方法把体数据分为两个子集:内部结构区域(或称局部区域)和周围区域。内部结构区域提供了深入体数据内部的机制,通过对内部结构区域的交互,用户可以分析体数据内部的任意区域,从而达到对体数据内部结构和整个体数据的综合理解。该方法还可对内部结构进行量化分析从而提高用户分析体数据的质量。最后,该方法用于分析3维医学图像以显示其在实际应用中的强大功能。实验结果表明,该方法对3维医学图像中的内部结构可以有效地进行定性和定量分析。 相似文献
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视觉场景理解包括检测和识别物体、推理被检测物体之间的视觉关系以及使用语句描述图像区域.为了实现对场景图像更全面、更准确的理解,将物体检测、视觉关系检测和图像描述视为场景理解中3种不同语义层次的视觉任务,提出一种基于多层语义特征的图像理解模型,并将这3种不同语义层进行相互连接以共同解决场景理解任务.该模型通过一个信息传递图将物体、关系短语和图像描述的语义特征同时进行迭代和更新,更新后的语义特征被用于分类物体和视觉关系、生成场景图和描述,并引入融合注意力机制以提升描述的准确性.在视觉基因组和COCO数据集上的实验结果表明,所提出的方法在场景图生成和图像描述任务上拥有比现有方法更好的性能. 相似文献
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首先基于集合论方法对体数据内部结构进行分析(内部结构是指被外部物体遮挡或隐藏而不能从外部直接看到的物体或结构),从而给出了内部结构绘制技术的功能要求。基于此功能要求,提出了基于内部结构区域的体绘制技术来分析体数据内部结构的方法。基于内部结构区域的体绘制技术之所以能够分析体数据内部结构是因为该方法把体数据分为两个子集:内部结构区域(或称局部区域)和周围区域。内部结构区域提供了深入体数据内部的机制,通过对内部结构区域的交互,用户可以分析体数据内部的任意区域,从而达到对体数据内部结构和整个体数据的综合理解。该方法还可对内部结构进行量化分析从而提高用户分析体数据的质量。最后,该方法用于分析3维医学图像以显示其在实际应用中的强大功能。实验结果表明,该方法对3维医学图像中的内部结构可以有效地进行定性和定量分析。 相似文献
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开发了一种新的网格数据服务(GDS),在指定信息描述标准的基础上,提出了通过映射的方法解决数据在信息表示上的异构性。根据信息描述标准将数据源中的数据映射到一张虚拟数据表中,数据源中数据与信息标准之间在的映射关系保存在数据服务中的信息映射表中,用户通过数据服务对虚拟表进行查询。由于数据服务具有标准的Web Service接口,从而实现了对数据源的细节隐藏,达到对数据源的透明访问。 相似文献
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Christopher Giertsen 《Computer Animation and Virtual Worlds》1994,5(2):69-84
Rendering of volume data without forming geometric objects is often termed direct volume rendering. Most of the previously developed methods for this purpose are restricted to display of one scalar variable. This paper presents methods for direct volume rendering of several scalar variables defined at discrete points in three-dimensional space. Typical requirements for the rendering of such data are proposed and then used as a basis for the derivation of a computational model. The proposed model uses a classification technique to composite specific types of information from different scalar fields. The visual display of the composite information is controlled through a set of rendering parameters. 相似文献
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科学计算可视化体绘制算法能反映出体数据的内部信息,在医学,它已经从辅诊断发展成为辅助治疗的重要手段,体可视化技术是医学可视化的重要研究内容,其处理过程包括体数据的获取,模型的建立,数据的映射,绘制等操作,该文介绍了医学可视化中常使用的几种光照模型,针对基于图象空间和对象空间两种体绘制算法,介绍了它们的基本思想方法,并详细阐述了在近期的主要加速技术和提高图象质量方法的新进展,最后给出了实验数据和结论。 相似文献
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In volume visualization, transfer functions are used to classify the volumetric data and assign optical properties to the voxels. In general, transfer functions are generated in a transfer function space, which is the feature space constructed by data values and properties derived from the data. If volumetric objects have the same or overlapping data values, it would be difficult to separate them in the transfer function space. In this paper, we present a rule‐enhanced transfer function design method that allows important structures of the volume to be more effectively separated and highlighted. We define a set of rules based on the local frequency distribution of volume attributes. A rule‐selection method based on a genetic algorithm is proposed to learn the set of rules that can distinguish the user‐specified target tissue from other tissues. In the rendering stage, voxels satisfying these rules are rendered with higher opacities in order to highlight the target tissue. The proposed method was tested on various volumetric datasets to enhance the visualization of important structures that are difficult to be visualized by traditional transfer function design methods. The results demonstrate the effectiveness of the proposed method. 相似文献
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Mathias Schott Vincent Pegoraro Charles Hansen Kévin Boulanger Kadi Bouatouch 《Computer Graphics Forum》2009,28(3):855-862
Volumetric rendering is widely used to examine 3D scalar fields from CT/MRI scanners and numerical simulation datasets. One key aspect of volumetric rendering is the ability to provide perceptual cues to aid in understanding structure contained in the data. While shading models that reproduce natural lighting conditions have been shown to better convey depth information and spatial relationships, they traditionally require considerable (pre)computation. In this paper, a shading model for interactive direct volume rendering is proposed that provides perceptual cues similar to those of ambient occlusion, for both solid and transparent surface-like features. An image space occlusion factor is derived from the radiative transport equation based on a specialized phase function. The method does not rely on any precomputation and thus allows for interactive explorations of volumetric data sets via on-the-fly editing of the shading model parameters or (multi-dimensional) transfer functions while modifications to the volume via clipping planes are incorporated into the resulting occlusion-based shading. 相似文献
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基于线性八叉树的快速直接体绘制算法 总被引:2,自引:0,他引:2
提出了基于线性八叉树的加速体绘制算法.利用线性八叉树对物体进行空间剖分,光线投射法跨越体数据集中的空体素,以提高绘制的速度.针对光线穿越体数据时的特殊情况,改进线性八叉树邻域查找的方法,特别是不同尺寸的邻域查找方法,克服了层次八叉树邻域查找的低效率,同时提出了光线离开平面的简洁判定方法,方便光线下一个采样点的计算.实验结果表明,该算法能够有效地提高绘制的速度. 相似文献
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Analyzing and processing various data types in a privacy-preserving perspective has been researched in many disciplines; however, such an issue draws very limited attention in the research field of scientific visualization. We wondered if it is possible to delegate the rendering of a volume data set to a remote server(s) while still being able to preserve its privacy to certain extent. This paper presents a block-based volume data transformation algorithm that obfuscates a volume data set so as to reduce the user’s privacy concern when the volume data set is to be uploaded to a remote server. In addition, a privacy-aware transfer function adjustment is proposed so that not only the privacy is protected during the rendering process, but also the computational loading could be leveraged to the server side as much as possible. Experimental results show that the proposed method yields visually satisfactory results compared with a normal direct volume rendering approach. Moreover, the decrease of the rendering efficiency caused by the proposed method is still controlled within an acceptable range. A case study proves that the proposed approach can be adopted in practice. This work explores the possibility of rendering a volume data set through remote server(s) while the privacy of data is still maintained. 相似文献
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3D line voxelization and connectivity control 总被引:5,自引:0,他引:5
Voxelization algorithms that convert a 3D continuous line representation into a discrete line representation have a dual role in graphics. First, these algorithms synthesize voxel-based objects in volume graphics. The 3D line itself is a fundamental primitive, also used as a building block for voxelizing more complex objects. For example, sweeping a 3D voxelized line along a 3D voxelized circle generates a voxelized cylinder. The second application of 3D line voxelization algorithms is for ray traversal in voxel space. Rendering techniques that cast rays through a volume of voxels are based on algorithms that generate the set of voxels visited (or pierced) by the continuous ray. Discrete ray algorithms have been developed for traversing a 3D space partition or a 3D array of sampled or computed data. These algorithms produce one discrete point per step, in contrast to ray casting algorithms for volume rendering, which track a continuous ray at constant intervals, and to voxelization algorithms that generate nonbinary voxel values (for example, partial occupancies). Before considering algorithms for generating discrete lines, we introduce the topology and geometry of discrete lines 相似文献
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We present a fast visualization scheme of soft objects by introducing an efficient evaluation method for a field function. The evaluation of a field function includes distance computation between a point in space and the defining primitives of the soft object. If the unnecessary distance computations between a point in space and the components that do not influence the point can be avoided, the evaluation can be accelerated. For this purpose, we decompose the space into adaptive‐sized cells according to the bounding volume of the components and build a data structure called an interval tree through which the influencing components for a point are sought. The bounding volume of a component is generated by considering the radius of a component and k‐DOPs. The proposed scheme can be used in many applications for soft objects such as modeling and rendering, especially in the interactive modeling process. Copyright © 2003 John Wiley & Sons, Ltd. 相似文献
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直接体绘制中,为了去除非感兴趣组织对感兴趣区的遮挡,增强感兴趣区域的显示效果,提出利用空间信息的保留上下文体绘制方法。通过人机交互设定焦点,快速定位感兴趣区;提取光线上每个采样点与焦点的空间位置以及夹角信息;根据这些信息构建高斯衰减函数,作用于当前采样点的不透明度,控制光线合成,以突出显示感兴趣区。对CT头部数据的实验结果表明,该方法可以去除非感兴趣组织对感兴趣组织的遮挡,突出显示感兴趣区,且具有良好的人机交互性。 相似文献