Introduction to volume rendering
著者
書誌事項
Introduction to volume rendering
(Hewlett-Packard professional books)
Prentice Hall PTR, c1998
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注記
Includes bibliographical references and index
内容説明・目次
内容説明
86168-2 The definitive, practical guide to rendering 3D discrete data! Volume rendering is the next revolution in computer graphics -- and this is your guide to the revolution. Start by understanding exactly what 3D volume rendering is, and how it differs from conventional computer graphics. Next, walk step-by-step through the volume rendering process -- including data acquisition, representation, storage, shading, classification, resampling and compositing. *Discover the most important applications for volume rendering *Learn the fundamentals, including transformation, classification, shading and composition *Manage key tradeoffs, including rendering performance, quality and precision *Discover great resources: periodicals, software, databases, Web sites and more *Hands-on techniques: easy-to-follow examples Once, volume rendering was limited to specialized medical applications --and it required supercomputer power. Today, it's everywhere: in science, engineering, even in computer games. For today's engineers, developers and students, this is must-know technology. You only need two things to get started: a C compiler and Introduction to Volume Rendering. CD-ROM included.Experiment to your heart's content!
The accompanying CD-ROM includes comprehensive C source code, executable programs and data sets -- everything you need to learn volume rendering. Combined the authors have a broad base of volume rendering, imaging and computer graphics experience both within and outside of Hewlett-Packard Company. At Hewlett-Packard, they worked together to design the hardware and software medical imaging accelerators. Separately, they have designed MRI scanning software, optical scanning hardware, computer architectures and computer graphics systems. 0-13-861683-3
目次
1. Introduction.
What Is Volume Rendering? Volume Rendering Applications. Volume Acquisition. Acquisition Techniques. Volume Rendering Pipeline. File Format. For Further Study.
2. Volume Rendering Framework.
Spatial Transforms and Linear Algebra. Matrix Representations and Transformation Operations. Rasterization and Rendering a Volume. Compositing of Multiple Volumes and Other Primitives. Perspective and Orthographic Projections. For Further Study.
3. Illumination and Shading.
The Gradient. More Gradient Operators. Gouraud and Phong Shading. Difference between Gouraud and Phong Shading. Using Shading in Volume Rendering. For Further Study.
4. Classification.
Histograms. Transfer Functions. Coloring and Shading. Segmentation. For Further Study.
5. Interpolation.
Interpolation Kernels. Volume Rendering Example. Conclusions. For Further Study.
6. Compositing.
The Ray Casting Integral. Discretization of the Ray Casting Integral. Front-to-Back Compositing. Back-to-Front Compositing. Using Opacity instead of Transparency. Partial Ray Compositing. Opacity Correction when Oversampling. Opacity Weighted Color Interpolation. Other Compositing Operations. For Further Study.
7. Volume Slicing.
For Further Study.
8. Trade-offs.
A High-Performance Volume Visualization System. Image Quality Improvements. Speedup Techniques. For Further Study.
Appendix: Volume Rendering Resources.
Periodicals. Organizations and Conferences. Internet Resources. Searchable Databases. Public Domain Software.
Volume Rendering Extensions for OpenGL.
Table of Contents. Introduction. Terminology. Capability Queries. Volume Data Definition. Drawing a Volume. Visibility Testing. Compute Gradients. Classification. Lighting. Projection. Sampling. Interpolation. Ordering. Fragment Operations. Attribute Queries. Utilities. Usage Notes. Futures.
Glossary.
References.
Index.
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