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详细说明:体渲染的专业书籍,学习体渲染,以及GPU加速渲染的学习文档。
Real-Time volume Graphics
Klaus engel
Markus hadwiger
Joe m. kniss
Christof rezk- salama
Daniel Weiskopf
A K Peters. Ltd
Wellesley, Massachusetts
Editorial sales, and customer service office
a K Peters. ltd
888 Worcester Street. Suite 230
Wellesley, MA 02482
peters.com
Copyright 2006 by A K Peters, Ltd
All rights reserved No part of the material protected by this copyright
notice may be reproduced or utilized in any form, electronic or mechani-
cal, including photocopying, recording, or by any information storage and
retrieval system, without written permission from the copyright owner
Library of Congress Cataloging-in-Publication Data
Real-time volume graphics/Klaus Engel . et
Includes bibliographica.l references a nd index
ISBN13:978-1-56881-266-3(alk. paper)
ISBN10:1-56881-266-3(alk. paper)
1. Computer graphics. 2. Three-dimensional display systems. I. Engel
Klaus. 1969
T385.R434142006
006.693dc22
2006041662
inted in ind
1009080706
10987654321
Fur Monika
Klaus engel
For pilar
Markus Hadwiger
TO K P
-oe M kniss
For malak and Helene
Christof rezk-Salama
Fur betti
-Daniel Weiskopf
Contents
Preface
I Theoretical Background and BasiC Approaches
1.1 Problem Setting
1.2 Physical Model of Light Transport
4
1.3 Volume-Rendering Integral
1.4 Discretization
10
1.5 Volume Data and reconstruction Filters
1.6 VoluIme-Rendering Pipeline and Basic Approaches
25
1.7 Further Reading
30
2 GPU Programming
33
2.1 The Graphics Pipeline
2.2 Vertex Proccssing
35
2.3 Fragment Processing
2.4 Frame-Buffer Operations
42
2.5 Further Reading
45
3 Basic GPU-Based Volume rendering
47
3. 1 Software Components
47
3.2 2D Texture-Based Volume rendering
49
3.3 3D Texture-Based Approach
61
3. 4 2D Multitcxturc-Bascd Approach
67
3.5 Vertex programs
71
3.6 Further Reading
Contents
4 Transfer functions
4.1 Classification
81
4.2 Implementation of Pre-Classification
84
4.3 IImplementatiOn of Post-ClassificatiOlI
87
4.4 Pre- versus Post-Interpolative Transfer Functions
89
4.5 Prc-Intcgratcd Transfcr Functions
92
4.6 Implementation of Pre-Integrated Transfer Functions
4.7 Discussion
100
4.8 Further Reading
102
5 Local Volume lllumination
103
erIlllllology
105
5.2 Types of Light Sources
106
5. 3 Gradient -Based illuminati
108
5.4 Local lumination models
114
5.5 Pre-Computed gradients
122
5.6 On-the-Fly Gradients
127
5.7 Environment Mapping
132
5.8 High Dynamic Range Illumination and volume rendering. 135
5.9 Further Reading
137
6 Global volume Illumination
139
6.1 Volumetric Shadows
140
6.2 Phase functions
143
6.3 Translucent Volume Lighting
149
6.4 Shading Strategies
158
6.5 Further Reading
161
7 GPU-Based ray Casting
163
7. 1 Basic Structure of Ray Casting
165
7. 2 Single-Pass gpu ray Casting for Uniform grids
167
7.3 Performance Aspects and Acceleration Methods
170
7. 4 Multipass GPU Ray Casting for Uniform Grids
174
7.5 Ray Casting in Tetrahedral grids
178
6 Further Reading
184
8 Improving Performance
187
8.1 Improving Memory Access
.187
8.2 Asynchronous Data Upload
192
8.3 Bilinear Filte
194
8.4 Empty-Space Leaping
196
8.5 Occlusion Culling
197
8.6 Early Ray Termination
200
8.7 Deferred Shading
2
Contents
8. 8 Image Downscaling
209
8.9 Discussion
9 Improving image quality
215
9.1 Sampling Artifacts
216
9. 2 Filtering Artifacts
223
9. 3 Classification artifacts
237
9. 4 Shading Artifacts
9.5 Blending Artifacts
243
9. 6 Discussion
247
10 Transfer Functions reloaded
249
10.1 Image Data versus Scalar Field
249
10.2 Multidimensional Transfer Functions: Introduction
251
10.3 Data value and derivatives
10.4 General Multidimensional Transfer Functions
10.5 Engineering Multidimensional Transfer Functions
257
10.6 Transfer-Function User Interfaces
268
10.7 Further reading
273
ll Game Developer's Guide to Volume Graphics
275
11.1 Volume Graphics iI ganes
)
11. 2 Differences from Standalone" Volume rendering
281
11. 3 Guide to Other Chapters
283
11.4 Integrating Volu
Geometry
11.5 A Simple volume Ray Caster for Games
294
11.6 Volumetric Effects
296
11.7 Simulation
301
11.8 Integrating Volumes with Scene Shadowing and Lighting.. 303
11.9 Further Readi
311
12. Volume modeling
313
12.1 Rendering into a 3D Texture
12.2 Voxelization
316
12.3 Procedural modeling
320
12.4 Compositing and Image Processing
12.5 Further Readi
g
13 Volume deformation and animation
329
13.1 Modeling paradigms
..329
13.2 Deformation in Model space
13.3 Deformation in Texture Space
....3:32
13.4 Dcformation and lllumination
337
13.5 AniMation Techniques
340
13.6 Further Reading
346
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