Abstract:This paper describes a new technique that efficiently combines volume rendering and scanline a-buffer techniques. This technique is useful for combining all types of volume-rendered objects with scanline rendered objects and is especially useful for rendering scenes containing gaseous phenomena such as clouds, fog, and smoke. The rendering and animation of these phenomena has been a difficult problem in computer graphics.A new algorithm for realistically modeling and animating gaseous phenomena is presented, p… Show more
“…4, 15, 17, 19) with volume illustration images (Figs. 5,6,7,8,9,10,11,12,13,14,16,18,20) clearly shows the power of employing volumetric illustration techniques to enhance 3D depth perception and volumetric feature understanding.…”
Section: Discussionmentioning
confidence: 97%
“…We begin with a volume renderer that implements physics-based illumination of gaseous phenomena and includes volumetric shadowing and self-shadowing [6]. Fig.…”
Section: Approachmentioning
confidence: 99%
“…Many volume rendering systems use very simple illumination models and often do not include the effect of shadows, particularly volume self-shadowing to improve performance, even though many volume shadowing algorithms have been developed [6], [17]. Accurate volumetric shadowing often produces subtle effects which do not provide strong threedimensional depth cues.…”
Section: Depth and Orientation Cuesmentioning
confidence: 99%
“…Kajiya and von Herzen's original work on volume ray tracing for generating images of clouds [17] incorporated a physics-based illumination and atmospheric attenuation model. This work in realistic volume rendering techniques has been extended by numerous researchers [29], [6], [20], [37], [25], [30]. In contrast, traditional volume rendering has relied on the use of transfer functions from scalar value to rendered opacity to produce artificial views of the data which highlight regions of interest [5].…”
AbstractÐAccurately and automatically conveying the structure of a volume model is a problem not fully solved by existing volume rendering approaches. Physics-based volume rendering approaches create images which may match the appearance of translucent materials in nature, but may not embody important structural details. Transfer function approaches allow flexible design of the volume appearance, but generally require substantial hand tuning for each new data set in order to be effective. We introduce the volume illustration approach, combining the familiarity of a physics-based illumination model with the ability to enhance important features using nonphotorealistic rendering techniques. Since features to be enhanced are defined on the basis of local volume characteristics rather than volume sample value, the application of volume illustration techniques requires less manual tuning than the design of a good transfer function. Volume illustration provides a flexible unified framework for enhancing structural perception of volume models through the amplification of features and the addition of illumination effects.
“…4, 15, 17, 19) with volume illustration images (Figs. 5,6,7,8,9,10,11,12,13,14,16,18,20) clearly shows the power of employing volumetric illustration techniques to enhance 3D depth perception and volumetric feature understanding.…”
Section: Discussionmentioning
confidence: 97%
“…We begin with a volume renderer that implements physics-based illumination of gaseous phenomena and includes volumetric shadowing and self-shadowing [6]. Fig.…”
Section: Approachmentioning
confidence: 99%
“…Many volume rendering systems use very simple illumination models and often do not include the effect of shadows, particularly volume self-shadowing to improve performance, even though many volume shadowing algorithms have been developed [6], [17]. Accurate volumetric shadowing often produces subtle effects which do not provide strong threedimensional depth cues.…”
Section: Depth and Orientation Cuesmentioning
confidence: 99%
“…Kajiya and von Herzen's original work on volume ray tracing for generating images of clouds [17] incorporated a physics-based illumination and atmospheric attenuation model. This work in realistic volume rendering techniques has been extended by numerous researchers [29], [6], [20], [37], [25], [30]. In contrast, traditional volume rendering has relied on the use of transfer functions from scalar value to rendered opacity to produce artificial views of the data which highlight regions of interest [5].…”
AbstractÐAccurately and automatically conveying the structure of a volume model is a problem not fully solved by existing volume rendering approaches. Physics-based volume rendering approaches create images which may match the appearance of translucent materials in nature, but may not embody important structural details. Transfer function approaches allow flexible design of the volume appearance, but generally require substantial hand tuning for each new data set in order to be effective. We introduce the volume illustration approach, combining the familiarity of a physics-based illumination model with the ability to enhance important features using nonphotorealistic rendering techniques. Since features to be enhanced are defined on the basis of local volume characteristics rather than volume sample value, the application of volume illustration techniques requires less manual tuning than the design of a good transfer function. Volume illustration provides a flexible unified framework for enhancing structural perception of volume models through the amplification of features and the addition of illumination effects.
“…A rendering pipeline that can incorporate the efficiency of polygonally defined objects into the realism of a volumetric scene is desirable, especially in medical applications (Kaufman et al, 1990) (Ebert and Parent, 1990) such as virtual endoscopy surgery simulation (Geiger and Kikinis, 1995). In such a system, sampled volume data, such as CT or MR images can be directly combined with synthetic objects such as surgical instruments, probes, catheters, prostheses and landmarks displayed as glyphs.…”
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