Unstructured Volume Rendering - PowerPoint PPT Presentation

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Unstructured Volume Rendering

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find exit point of ray in cell. interpolate a color, opacity value ... for the triangle vertices using ray integration in the original world coordinates ... – PowerPoint PPT presentation

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Title: Unstructured Volume Rendering


1
Unstructured Volume Rendering
2
Grid Types
Structured Grids
uniform
rectilinear
regular
curvilinear
Unstructured Grids
regular
irregular
hybrid
curved
3
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
  • Lets do it on the board
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