Texture Slicing
Texture Slicing
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Texture Mapping (2) Tex. Mapping for Volume Rendering
(0,0) (0.5,0)
(0,0) (1,0)
y
assign the texture coordinates
Each texel has 2D
coordinates assigned
to each polygon to establish z
to it. the mapping
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z
y
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Switch Slicing Planes Some Considerations… (5)
Major component of view vector? •We need to reorganize the input textures for diff. View directions.
• Reorganize the textures on the fly is too time consuming. We want
Given the view vector (x,y,z) -> get the maximal component to prepare the texture sets beforehand
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Problem (2) Solution (1)
d d’ d’’
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Slice-Interpolated Volume
3D Texture Mapping Rendering
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3D Texture Mapping Solid (3D) Texture Mapping
Texture mapping to the arbitrary slices Now the input texture space is 3D
(0,1,1) (1,1,1)
Texture coordinates: (r,s,t)
This requires 3D texture mapping harware (0,1,0)
(1,1,0)
Input texture: volume (pre-classified and shaded) (r2,s2,t2) (r3,s3,t3)
essentially an (R,G,B,α) volume
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Does not perform correct 3D texture mapping with hardware tricks to achieve
Illumination lighting is becoming feasible.
Accumulation - but can get close
Can not easily add correct illumination and
shadowing
See the Van Gelder paper for their addition for
illumination
⌧Stored in LUT quantized normal vector directions
See Kniss papers (Utah) for use of vertex shaders
and new hardware to solve many of these problems.
C. Lao, OSU
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Pros and Cons
Advantages: - Fast with volume sizes that the hardware can take
e.g. 2 fps for 256 cube volumes
- No popping effect