In this paper, three-dimensional seismic data field of direct volume rendering-Ray Casting Algorithm is mainly studied.
本文主要研究三维地震数据场的直接体绘制方法——光线投射算法。
Volume rendering is also known as direct volume rendering, for no intermediate geometry primitives are generated during its visualization process.
由于体绘制技术是将三维的离散数据直接转换为二维图像而不必生成中间几何图元,所以又称为直接体绘制。
Finally, the processed water and seafloor data is combined, and then the visualization of SAS volume data is achieved by the ray casting algorithm of direct volume rendering.
最后,将处理后的水体和地层数据合并,并通过直接体绘制中的光线投射算法有效地实现了水声体数据的三维可视化。
Ray casting is an important algorithm in direct volume rendering, but it has the disadvantages of the large amount of computation and inefficient computation of sampling-points.
光线投射法是一种重要的体绘制算法,但直线上采样点的确定和采样值计算是非常费时的,也是影响体绘制实时性的重要因素。
To present the structure of three-dimensional magnetosphere, the method of visualization of three-dimensional magnetosphere with the technique of direct volume rendering was promoted.
为了准确表现三维磁层的结构,提出了一种用直接体渲染技术对三维磁层粒子进行可视化的方法。
Direct volume rendering based 3d texture can guarantee image quality and reach interactive frame rates. Because of the restriction of texture memory, it is difficult to render large volume data.
基于3d纹理的直接体绘制算法可以在保证图像质量的同时达到较好的交互性能,但由于纹理内存的限制,大规模数据场的3d纹理直接体绘制比较困难。
The essential of direct volume-rendering technique are re-sample and image synthesize.
直接体绘制本质是重采样与图像合成。
The essential of direct volume-rendering technique are re-sample and image synthesize.
直接体绘制本质是重采样与图像合成。
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