从用户指定的基于点的体绘制的传递函数生成粒子

Naohisa Sakamoto, K. Koyamada
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引用次数: 4

摘要

在本文中,我们提出了一种从用户指定的传递函数生成粒子的技术,用于有效的基于点的体绘制。一般来说,体绘制技术利用光照模型,其中三维标量场被表征为具有单一散射水平的变密度发射器。该模型与粒子足够小且反照率低的粒子系统有关。传统的体积渲染技术模拟的是粒子的密度,而不是粒子本身[1]。密度是通过指定从标量数据值到不透明度数据值的传递函数来定义的。因此,给定的标量场被描述为一个连续的半透明凝胶,其累积顺序很重要。这将导致相当大的计算开销。另一方面,我们的渲染技术将3D标量场表示为一组粒子。粒子密度由用户指定的传递函数导出,并描述粒子在该点存在的概率。由于粒子可以被认为是完全不透明的,因此在渲染计算过程中不需要alpha混合,只需要深度比较,这有利于分布式处理。
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Particle Generation from User-specified Transfer Function for Point-based Volume Rendering
In this paper, we propose a technique for generating particles from user-specified transfer function for an effective point-based volume rendering. In general, a volume rendering technique utilizes an illumination model in which the 3D scalar field is characterized as a varying density emitter with a single level of scattering. This model is related to a particle system in which the particles are sufficiently small and of low albedo. A conventional volume rendering technique models the density of particles, not the particles themselves [1]. The density is defined by specifying a transfer function from a scalar data value to an opacity data value. Thus, a given scalar field is described as a continuous semitransparent gel and the accumulating order is important. This results in a considerable computational overhead. On the other hand, our rendering technique represents the 3D scalar fields as a set of particles. The particle density is derived from a userspecified transfer function, and describes the probability that a particle is present at the point. Since the particles can be considered as fully opaque, no alpha blending but only depth comparison is required during the rendering calculation, which is advantageous in the distributed processing.
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