Real-Time Volume Graphics 🔍
Klaus Engel, Markus Hadwiger, Joe Kniss, Christof Rezk-Salama, Daniel Weiskopf
A K Peters/CRC Press, 1, PS, 2006
英语 [en] · PDF · 12.2MB · 2006 · 📘 非小说类图书 · 🚀/duxiu/lgli/lgrs/nexusstc/zlib · Save
描述
Based on course notes of SIGGRAPH course teaching techniques for real-time rendering of volumetric data and effects; covers both applications in scientific visualization and real-time rendering. Starts with the basics (texture-based ray casting) and then improves and expands the algorithms incrementally. Book includes source code, algorithms, diagrams, and rendered graphics.
备用文件名
lgli/_395587.f01e907cf846275f0da20b593d48e363.pdf
备用文件名
lgrsnf/_395587.f01e907cf846275f0da20b593d48e363.pdf
备用文件名
zlib/Computers/Computer Graphics & Design/Klaus Engel, Markus Hadwiger, Joe Kniss, Christof Rezk-Salama, Daniel Weiskopf/Real-Time Volume Graphics_1103883.pdf
备选作者
Engel, Klaus, Hadwiger, Markus, Kniss, Joe, Rezk-Salama, Christof, Weiskopf, Daniel
备选作者
Markus Hadwiger, Joe M. Kniss, Christof Rezk-salama, Daniel Weiskopf
备用出版商
A K Peters, Limited
备用版本
CRC Press (Unlimited), Norwood Mass, 2006
备用版本
United States, United States of America
备用版本
Wellesley (Mass.), cop. 2006
备用版本
July 24, 2006
元数据中的注释
index is missing
元数据中的注释
до 2011-08
元数据中的注释
lg664952
元数据中的注释
{"edition":"1","isbns":["1568812663","9781568812663"],"last_page":506,"publisher":"A K Peters"}
备用描述
Contents......Page 8
Preface......Page 12
1. Theoretical Background and Basic Approaches......Page 19
1.1 Problem Setting......Page 21
1.2 PhysicalModel of Light Transport......Page 22
1.3 Volume-Rendering Integral......Page 26
1.4 Discretization......Page 28
1.5 Volume Data and Reconstruction Filters......Page 35
1.6 Volume-Rendering Pipeline and Basic Approaches......Page 43
1.7 Further Reading......Page 48
2.1 The Graphics Pipeline......Page 51
2.2 Vertex Processing......Page 53
2.3 Fragment Processing......Page 56
2.4 Frame-Buffer Operations......Page 60
2.5 Further Reading......Page 63
3.1 Software Components......Page 65
3.2 2D Texture–Based Volume Rendering......Page 67
3.3 3D Texture–Based Approach......Page 79
3.4 2D Multitexture–Based Approach......Page 85
3.5 Vertex Programs......Page 89
3.6 Further Reading......Page 97
4.1 Classification......Page 99
4.2 Implementation of Pre-Classification......Page 102
4.3 Implementation of Post-Classification......Page 105
4.4 Pre- versus Post-Interpolative Transfer Functions......Page 107
4.5 Pre-Integrated Transfer Functions......Page 110
4.6 Implementation of Pre-Integrated Transfer Functions......Page 114
4.7 Discussion......Page 118
4.8 Further Reading......Page 120
5. Local Volume Illumination......Page 121
5.1 Terminology......Page 123
5.2 Types of Light Sources......Page 124
5.3 Gradient-Based Illumination......Page 126
5.4 Local Illumination Models......Page 132
5.5 Pre-Computed Gradients......Page 140
5.6 On-the-Fly Gradients......Page 145
5.7 Environment Mapping......Page 150
5.8 High Dynamic Range Illumination and Volume Rendering......Page 153
5.9 Further Reading......Page 155
6. Global Volume Illumination......Page 157
6.1 Volumetric Shadows......Page 158
6.2 Phase Functions......Page 161
6.3 Translucent Volume Lighting......Page 167
6.4 Shading Strategies......Page 176
6.5 Further Reading......Page 179
7. GPU-Based Ray Casting......Page 181
7.1 Basic Structure of Ray Casting......Page 183
7.2 Single-Pass GPU Ray Casting for Uniform Grids......Page 185
7.3 Performance Aspects and Acceleration Methods......Page 188
7.4 Multipass GPU Ray Casting for Uniform Grids......Page 192
7.5 Ray Casting in Tetrahedral Grids......Page 196
7.6 Further Reading......Page 202
8.1 Improving Memory Access......Page 205
8.2 Asynchronous Data Upload......Page 210
8.3 Bilinear Filtering......Page 212
8.4 Empty-Space Leaping......Page 214
8.5 Occlusion Culling......Page 215
8.6 Early Ray Termination......Page 218
8.7 Deferred Shading......Page 224
8.8 Image Downscaling......Page 227
8.9 Discussion......Page 229
9. Improving Image Quality......Page 233
9.1 Sampling Artifacts......Page 234
9.2 Filtering Artifacts......Page 241
9.3 Classification Artifacts......Page 255
9.4 Shading Artifacts......Page 257
9.5 Blending Artifacts......Page 261
9.6 Discussion......Page 265
10.1 Image Data versus Scalar Field......Page 267
10.2 Multidimensional Transfer Functions: Introduction......Page 269
10.3 Data Value and Derivatives......Page 271
10.4 General Multidimensional Transfer Functions......Page 273
10.5 Engineering Multidimensional Transfer Functions......Page 275
10.6 Transfer-Function User Interfaces......Page 286
10.7 Further Reading......Page 291
11.1 Volume Graphics in Games......Page 293
11.2 Differences from "Standalone" Volume Rendering......Page 299
11.3 Guide to Other Chapters......Page 301
11.4 Integrating Volumes with Scene Geometry......Page 303
11.5 A Simple Volume Ray Caster for Games......Page 312
11.6 Volumetric Effects......Page 314
11.7 Simulation......Page 319
11.8 Integrating Volumes with Scene Shadowing and Lighting......Page 321
11.9 Further Reading......Page 329
12. Volume Modeling......Page 331
12.1 Rendering into a 3D Texture......Page 333
12.2 Voxelization......Page 334
12.3 Procedural Modeling......Page 338
12.4 Compositing and Image Processing......Page 343
12.5 Further Reading......Page 344
13.1 Modeling Paradigms......Page 347
13.2 Deformation in Model Space......Page 349
13.3 Deformation in Texture Space......Page 350
13.4 Deformation and Illumination......Page 355
13.5 Animation Techniques......Page 358
13.6 Further Reading......Page 364
14. Non-Photorealistic and Illustrative Techniques......Page 367
14.1 Overview of Methods......Page 368
14.2 Basic NPR Shading Models......Page 378
14.3 Contour Rendering......Page 382
14.4 Surface and Isosurface Curvature......Page 386
14.5 Deferred Shading of Isosurfaces......Page 392
14.6 Curvature-Based Isosurface Illustration......Page 394
14.7 Further Reading......Page 398
15. Volume Clipping......Page 399
15.1 Conceptual Description of Volume Clipping......Page 400
15.2 Clipping via Voxelized Selection Volumes......Page 402
15.3 Surface-Based Clipping......Page 409
15.4 Volume Clipping and Illumination......Page 417
15.5 Clipping and Pre-Integration......Page 424
15.6 Clipping and Volume Illustration......Page 427
15.7 Further Reading......Page 431
16. Segmented Volume Data......Page 433
16.1 Overview......Page 435
16.2 Segmented Data Representation......Page 438
16.3 Rendering Segmented Data......Page 439
16.4 The Basic Rendering Loop......Page 441
16.5 Boundary Filtering......Page 446
16.6 Two-Level Volume Rendering......Page 454
16.7 Further Reading......Page 456
17. Large Volume Data......Page 459
17.1 Memory Performance Considerations......Page 462
17.2 Bricking......Page 464
17.3 Multiresolution Volume Rendering......Page 467
17.4 Built-In Texture Compression......Page 468
17.5 Wavelet Compression......Page 469
17.6 Packing Techniques......Page 471
17.7 Vector Quantization......Page 475
17.8 Discussion......Page 476
17.9 Further Reading......Page 477
Bibliography......Page 479
Preface......Page 12
1. Theoretical Background and Basic Approaches......Page 19
1.1 Problem Setting......Page 21
1.2 PhysicalModel of Light Transport......Page 22
1.3 Volume-Rendering Integral......Page 26
1.4 Discretization......Page 28
1.5 Volume Data and Reconstruction Filters......Page 35
1.6 Volume-Rendering Pipeline and Basic Approaches......Page 43
1.7 Further Reading......Page 48
2.1 The Graphics Pipeline......Page 51
2.2 Vertex Processing......Page 53
2.3 Fragment Processing......Page 56
2.4 Frame-Buffer Operations......Page 60
2.5 Further Reading......Page 63
3.1 Software Components......Page 65
3.2 2D Texture–Based Volume Rendering......Page 67
3.3 3D Texture–Based Approach......Page 79
3.4 2D Multitexture–Based Approach......Page 85
3.5 Vertex Programs......Page 89
3.6 Further Reading......Page 97
4.1 Classification......Page 99
4.2 Implementation of Pre-Classification......Page 102
4.3 Implementation of Post-Classification......Page 105
4.4 Pre- versus Post-Interpolative Transfer Functions......Page 107
4.5 Pre-Integrated Transfer Functions......Page 110
4.6 Implementation of Pre-Integrated Transfer Functions......Page 114
4.7 Discussion......Page 118
4.8 Further Reading......Page 120
5. Local Volume Illumination......Page 121
5.1 Terminology......Page 123
5.2 Types of Light Sources......Page 124
5.3 Gradient-Based Illumination......Page 126
5.4 Local Illumination Models......Page 132
5.5 Pre-Computed Gradients......Page 140
5.6 On-the-Fly Gradients......Page 145
5.7 Environment Mapping......Page 150
5.8 High Dynamic Range Illumination and Volume Rendering......Page 153
5.9 Further Reading......Page 155
6. Global Volume Illumination......Page 157
6.1 Volumetric Shadows......Page 158
6.2 Phase Functions......Page 161
6.3 Translucent Volume Lighting......Page 167
6.4 Shading Strategies......Page 176
6.5 Further Reading......Page 179
7. GPU-Based Ray Casting......Page 181
7.1 Basic Structure of Ray Casting......Page 183
7.2 Single-Pass GPU Ray Casting for Uniform Grids......Page 185
7.3 Performance Aspects and Acceleration Methods......Page 188
7.4 Multipass GPU Ray Casting for Uniform Grids......Page 192
7.5 Ray Casting in Tetrahedral Grids......Page 196
7.6 Further Reading......Page 202
8.1 Improving Memory Access......Page 205
8.2 Asynchronous Data Upload......Page 210
8.3 Bilinear Filtering......Page 212
8.4 Empty-Space Leaping......Page 214
8.5 Occlusion Culling......Page 215
8.6 Early Ray Termination......Page 218
8.7 Deferred Shading......Page 224
8.8 Image Downscaling......Page 227
8.9 Discussion......Page 229
9. Improving Image Quality......Page 233
9.1 Sampling Artifacts......Page 234
9.2 Filtering Artifacts......Page 241
9.3 Classification Artifacts......Page 255
9.4 Shading Artifacts......Page 257
9.5 Blending Artifacts......Page 261
9.6 Discussion......Page 265
10.1 Image Data versus Scalar Field......Page 267
10.2 Multidimensional Transfer Functions: Introduction......Page 269
10.3 Data Value and Derivatives......Page 271
10.4 General Multidimensional Transfer Functions......Page 273
10.5 Engineering Multidimensional Transfer Functions......Page 275
10.6 Transfer-Function User Interfaces......Page 286
10.7 Further Reading......Page 291
11.1 Volume Graphics in Games......Page 293
11.2 Differences from "Standalone" Volume Rendering......Page 299
11.3 Guide to Other Chapters......Page 301
11.4 Integrating Volumes with Scene Geometry......Page 303
11.5 A Simple Volume Ray Caster for Games......Page 312
11.6 Volumetric Effects......Page 314
11.7 Simulation......Page 319
11.8 Integrating Volumes with Scene Shadowing and Lighting......Page 321
11.9 Further Reading......Page 329
12. Volume Modeling......Page 331
12.1 Rendering into a 3D Texture......Page 333
12.2 Voxelization......Page 334
12.3 Procedural Modeling......Page 338
12.4 Compositing and Image Processing......Page 343
12.5 Further Reading......Page 344
13.1 Modeling Paradigms......Page 347
13.2 Deformation in Model Space......Page 349
13.3 Deformation in Texture Space......Page 350
13.4 Deformation and Illumination......Page 355
13.5 Animation Techniques......Page 358
13.6 Further Reading......Page 364
14. Non-Photorealistic and Illustrative Techniques......Page 367
14.1 Overview of Methods......Page 368
14.2 Basic NPR Shading Models......Page 378
14.3 Contour Rendering......Page 382
14.4 Surface and Isosurface Curvature......Page 386
14.5 Deferred Shading of Isosurfaces......Page 392
14.6 Curvature-Based Isosurface Illustration......Page 394
14.7 Further Reading......Page 398
15. Volume Clipping......Page 399
15.1 Conceptual Description of Volume Clipping......Page 400
15.2 Clipping via Voxelized Selection Volumes......Page 402
15.3 Surface-Based Clipping......Page 409
15.4 Volume Clipping and Illumination......Page 417
15.5 Clipping and Pre-Integration......Page 424
15.6 Clipping and Volume Illustration......Page 427
15.7 Further Reading......Page 431
16. Segmented Volume Data......Page 433
16.1 Overview......Page 435
16.2 Segmented Data Representation......Page 438
16.3 Rendering Segmented Data......Page 439
16.4 The Basic Rendering Loop......Page 441
16.5 Boundary Filtering......Page 446
16.6 Two-Level Volume Rendering......Page 454
16.7 Further Reading......Page 456
17. Large Volume Data......Page 459
17.1 Memory Performance Considerations......Page 462
17.2 Bricking......Page 464
17.3 Multiresolution Volume Rendering......Page 467
17.4 Built-In Texture Compression......Page 468
17.5 Wavelet Compression......Page 469
17.6 Packing Techniques......Page 471
17.7 Vector Quantization......Page 475
17.8 Discussion......Page 476
17.9 Further Reading......Page 477
Bibliography......Page 479
开源日期
2011-08-31
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