Based on hardware-accelerated texture-based volume rendering algorithm, this paper proposed two methods for volume cutting, which are based on either depth buffer or discrete distance field.
在硬件纹理加速体重建算法的基础上,提出了两种模拟三维数据切割的方法:利用深度缓存实现和利用离散距离场实现。
Volume rendering and multi-resolution rendering for hybrid octree via cell projection and 3D-texture mapping are implemented.
并用体元投射和三维纹理映射方法分别实现了混合八叉树的体绘制与多分辨率绘制。
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。
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