Coloring voxel-based objects for virtual endoscopy

Omer Shibolet, D. Cohen-Or
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引用次数: 18

Abstract

The paper describes a method for coloring voxel based models. The method generalizes the two-part texture mapping technique to color non convex objects in a more natural way. The method was developed for coloring internal cavities for the application of virtual endoscopy, where the surfaces are shaped like a general cylinder in the macro level, but with folds and bumps in the more detailed levels. Given a flat texture, the coloring method defines a mapping between the 3D surface and the texture which reflects the tensions of the points on the surface. The core of the method is a technique for mapping such non convex surfaces to convex ones. The new technique is based on a discrete dilation process that is fast and robust, and bypasses many of the numerical problems common to previous methods.
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用于虚拟内窥镜的基于体素的对象着色
本文描述了一种基于体素的模型上色方法。该方法将两部分纹理映射技术推广到以更自然的方式对非凸物体上色。该方法是为虚拟内窥镜应用的内部腔着色而开发的,其中表面在宏观层面上形状像一般的圆柱体,但在更详细的层面上有褶皱和凸起。给定一个平面纹理,着色方法定义了3D表面和纹理之间的映射,该映射反映了表面上点的张力。该方法的核心是一种将非凸曲面映射到凸曲面的技术。新技术是基于离散膨胀过程,快速和鲁棒性,并绕过了许多常见的数值问题,以前的方法。
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Semi-automatic generation of transfer functions for direct volume rendering Coloring voxel-based objects for virtual endoscopy An accurate method for voxelizing polygon meshes Adaptive perspective ray casting A real-time volume rendering architecture using an adaptive resampling scheme for parallel and perspective projections
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