基于点的交互式等值面探索与高质量渲染。

Interactive point-based isosurface exploration and high-quality rendering.

作者信息

Zhang Haitao, Kaufman Arie

机构信息

Stony Brook University, USA.

出版信息

IEEE Trans Vis Comput Graph. 2006 Sep-Oct;12(5):1267-74. doi: 10.1109/TVCG.2006.153.

Abstract

We present an efficient point-based isosurface exploration system with high quality rendering. Our system incorporates two point-based isosurface extraction and visualization methods: edge splatting and the edge kernel method. In a volume, two neighboring voxels define an edge. The intersection points between the active edges and the isosurface are used for exact isosurface representation. The point generation is incorporated in the GPU-based hardware-accelerated rendering, thus avoiding any overhead when changing the isovalue in the exploration. We call this method edge splatting. In order to generate high quality isosurface rendering regardless of the volume resolution and the view, we introduce an edge kernel method. The edge kernel upsamples the isosurface by subdividing every active cell of the volume data. Enough sample points are generated to preserve the exact shape of the isosurface defined by the trilinear interpolation of the volume data. By employing these two methods, we can achieve interactive isosurface exploration with high quality rendering.

摘要

我们提出了一种具有高质量渲染的高效基于点的等值面探索系统。我们的系统结合了两种基于点的等值面提取和可视化方法:边缘片元法和边缘核方法。在一个体数据中,两个相邻的体素定义一条边。活动边与等值面之间的交点用于精确表示等值面。点生成被集成到基于GPU的硬件加速渲染中,从而避免了在探索过程中改变等值面值时的任何开销。我们将这种方法称为边缘片元法。为了无论体数据分辨率和视图如何都能生成高质量的等值面渲染,我们引入了边缘核方法。边缘核通过细分体数据的每个活动单元格来对等值面进行上采样。生成足够的采样点以保留由体数据的三线性插值定义的等值面的精确形状。通过采用这两种方法,我们可以实现具有高质量渲染的交互式等值面探索。

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