Integrating Dynamic Deformations into Interactive Volume(2)
Acommonapproachforhardwarerenderingofvolumesplacesthevolumeina3Dtexture,see[EHK 04]forde-tails.Brie y,theintegraloflightattenuationovereachraythroughthevolumeisapproximatedbysampling.Thesam-plesaregeneratedbyrenderingproxygeometry,andaccu-mulatedintheframebufferwithcompositingoperations.Toprovideforcorrectsamplingthroughtheobjectspace,asetofparallelgeometricelementsareusedfortheproxygeometry.Mostoften,theseareviewalignedplanes.Un-derperspectiveprojection,thespacingofthesamplesisnon-uniform(Figure2).Whiletheseerrorsareoftensmallenoughtobeignored,theycanbeaddressedthroughtheuseofnon-planarproxygeometryorapplyingaper-pixel(e.g.ray)correctionfactor.Ourimplementationdoesthelatter.Volumerenderingisimplementedbyrenderingpolygonsintheviewalignedplanesinbacktofrontorder.Eachpoly-gonisassignedtexturecoordinatessuchthatitsfragmentssampletheappropriatelocationinobjectspace.3.2.DeformedVolumeRendering
ThedeformedvolumerenderingprocessisschematizedinFigure2.First,theundeformedvolumedataisplacedina3Dtexture.Therenderingprocessdrawsaseriesofpolygonsthatarealignedwiththeimageplane.Eachpolygonisas-signedtexturecoordinatesthatareitsdeformedobject-spacecoordinates.Whenthepolygonisrasterized,eachfragment’sexecutionisprovideditsdeformedobject-spacecoordinatesandthevolumetrictextureasinputparameters.Tosamplethedeformation,itmustthereforeconvertthedeformedob-jectspacecoordinatesintoundeformedobjectspace,ortex-turespace,coordinatesbyapplyingtheinversedeformationfunctionbeforeperformingthetexturelookup.
cTheEurographicsAssociation2006.
Renderingadeformedvolumerequiresreplacingalleval-uationsoftheundeformedvolume,v,withthedeformedvol-ume,v′,meaningthatreferencestovarereplacedbyv u.
Fromanimplementationpointofview,foreachfragment,weapplytheinversedeformationfunctiontothedeformedobjectspacecoordinatesandusetheresultingundeformedobjectspacecoordinatestosamplethetexture.Thatis,thefragmentprogramforanundeformedtexturehasthefollow-ingstructure:
Vec3uvw=textCoord;
floatd=texture3D(texD,uvw);Vec4color=transfer(d);
thedeformedrenderingcanbeachievedsimplybyinsertingtheinversedeformationintotheevaluation:
Vec3uvwo=textCoord;
Vec3uvw=invDeform(uvwo);
floatd=texture3D(texD,uvw);Vec4color=transfer(d);
Thelookupintothevolumetextureperformsapointsam-plingwhichmayleadtoaliasing.Thisproblemshouldbeaddressedwhetherornotdeformationisused.Anyvolumetexturesamplingsolution,suchasa3Danalogtoamipmap,appliestothedeformedcaseaswell.Tocorrectly lterthewarp,thekernelradiusmustbedeterminedforthespacingofthesamplingintexturespace,notobjectspace.Ourpresentimplementationimplementspointsampling.
Withthedeformationfunction“encapsulated”insideofthefragmentprogram,otheraspectsofthevolumerender-ingprocessareunchanged.Theundeformedvolumedataisstillstoreddirectlyinthe3Dtexture.Anyproxygeometrycanbeused,althoughitismostsensibletouseview-alignedplanestoavoidartifacts.Proxygeometryisprovidedwithobjectspacelocationsastexturecoordinates,justasbeforedeformationsbecamepartoftherenderingprocess.Thefactthatthisobjectspaceisdeformedobjectspaceishiddenas
Non-linear geometric deformation (or warping) is a useful tool for working with volumes. Unfortunately, the computational expense of performing the resampling needed to implement volume deformation has precluded its use in interactive applications. In this
thetransformationbetweendeformedandundeformedob-jectspaceinthefragmentprogram.
Unfortunately,thereareseveralhurdlesthatwemustad-dressinordertorealizesuchanapproach:
1.Fragmentprogramshavelimitedresourcesmakingsomedeformationfunctionsimpracticaltoimplement.2.Shadingneedsthegradientofthedeformedvolume.3.Giventhelargenumberoffragmentsthatmustberen-dered,theamountofcomputationmightleadtoperfor-manceissues.Thefollowingtwosectionsconsiderhowweaddressthese rsttwohurdles.TheperformanceconsiderationisdeferreduntilSection6.2.
3.3.DeformationFunctions
Onedif cultyinourmethodisthatthedeformationfunc-tionmustbeencodedintothefragmentprogram.While,inprinciple,thefragmentprogramsmaybegeneralpurposecomputations,inpracticetheresourcesavailabletofragmentprogramsaremorelimitedthanthosetotheCPU.Afurtherpracticallimitationisthatsincetheseprogramsareexecutedforeveryfragmentrendered,theymustbeef cient.Thecontinuedevolutionofhardwareandshadinglan-guagesexpandsthesetoffunctionsthatcanbeimplementedeffectivelyasfragmentprograms.However,theremayal-waysbesomefunctionsthataretoocomplexorcomputa-tionallyexpensivetoapplyinthefragmentprograms.Weevaluatesuchfunctionsusingadatacentricrepresentationofstoringatableofsamplesandinterpolating.
Theideaofstoringasampledrepresentationofthefunc-tionuina3Dtexturewassuggestedin[RSSSG01].Priortorendering,theinversedeformationfunctionisevaluatedontheCPUforallpointsonaregular3Dgrid.Thesesam-plesarestoredina3Dtexturethatisaccessedbythefrag-mentprograms.Becausetextureaccessprovidestrilinearin-terpolation,thisapproacheffectivelyconstructsanef cienttoevaluate,piecewise-linearapproximationtothedeforma-tionfunction.Evaluationoftheinversedeformationfunctioninthefragmentprogramsrequiresonlyasingle3Dtexturesamplingoperation,independentofthecomplexityofthefunctionitself.Thisdeformationtextureneednothavethesameresolutionasthevolumedata.
Theuseofasampleddeformationfunctionhasdraw-backs.Forone,itcomputesapiecewiselinearapproximationthatmayfailtocapturedesiredsmoothnessorhighfrequen-ciesunlesslargenumbersofsamplesareused(Figure3).Second,theentiretablemustbeevaluateddensely,whichmaybeexpensive.However,formanycategoriesoffunc-tions(suchaspolynomialsplines),methodsforcomputingregularsamplescanbemoreef cientthancomputinginde-pendentsamples.Third,fragmentprogramsoftenbecometexture-lookup
bound.
(a)163control
texture(b)323control
texture
(c)643control
texture
(d)Fragmentdeformation
Figure3:Imagesofasolidbrickinsideofa2563volumeun-derasinedeformation.Thedeformationisperformedwithcontroltexureso …… 此处隐藏:6204字,全部文档内容请下载后查看。喜欢就下载吧 ……
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