INDIRECT VOLUME RENDERING Flashcards
What is indirect volume rendering
Turning volume data into polygons so it can be rendered more quickly
GPUs are good at polygons, pixels and textures
IVR is making use of this
What is an isosurface
A 3D version of the isoline
What is an isoline
A line which represents a constant value
Eg a contour line
(represents a constant height)
What is the marching cube algorithm
Used for generating the surfaces of a 3d object
Uses combinations of triangles - so that we can display the surface as a mesh
What is Proxy Geometry
Imagine the colour from the voxels are being splattered like paint onto pains of glass that are stacked one behind the other, so we can see the accumulated image of all the stacked paint splatters
modern GPUs excel at this
Mapping between volume and texture coordinates
straightforward
use barycentric interpolation and map that with linear interpolation onto the texture coordinates
The process is the same as in 2D just with an extra dimension
All done in hardware - fast
cons with proxy geometry
can sometimes see the gaps between the slices which is not a good rendering
Always want the slices to be parallel to the viewpoint so we cannot see this
Too few slices - confusing mess
more and more slices - content becomes much more clear