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一种基于per-pixel光照的高质量体绘制算法 被引量:2

High Quality Per-pixel Shading in Texture-based Volume Rendering
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摘要 分析讨论了一种基于per-pixel光照的高质量纹理映射体绘制算法。可以精确地对任意的动态点光源进行光照计算,这主要归功于在光照计算中采用了归一化的梯度,以及在每个像素上计算光照强度。同时,还提出了一种新技术通过对梯度的实时计算来有效的减少在传统基于纹理映射的体绘制中巨大的内存消耗,使得大规模体数据的实时绘制成为可能。充分利用了目前PC图形硬件成熟的可编程特性,特别是fragmentprogram,可以快速的载入体数据,得到可交互的绘制。最后对医学体数据进行绘制,得到了较为理想的结果。 A novel technique for texture-based volume rendering was discussed, which provided the image with high quality based on the per-pixel shading. The accurate shading was produced for the arbitrary and dynamically changing directional light source. This was achieved by using the normalized gradient during the lighting and calculating the shading on each pixel. Additionally, by estimating the gradient on the fly, a new technique was presented to circumvent the huge memory consumption in previous approaches. The sophisticated PC graphics hardware functionality was utilized, especially the fragment program, to enable fast data loading and interactive rendering. Several examples are given to illustrate the effectiveness on real clinic 3D CT datasets.
出处 《系统仿真学报》 EI CAS CSCD 北大核心 2007年第1期21-25,共5页 Journal of System Simulation
关键词 体绘制 三维纹理映射 光照计算 通用图形处理器 volume rendering 3D texture mapping shading graphics processing unit
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