翻訳と辞書
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・ Volume Nine
・ Volume of an n-ball
・ Volume of distribution
・ Volume of fluid method
・ Volume of Sacred Law
・ Volume One
・ Volume One (She & Him album)
・ Volume One (Sleep album)
・ Volume One (The West Coast Pop Art Experimental Band album)
・ Volume One (TV series)
・ Volume operator
・ Volume overload
・ Volume projections
・ Volume ray casting
・ Volume Records
Volume rendering
・ Volume risk
・ Volume serial number
・ Volume Seven
・ Volume Six
・ Volume solid
・ Volume source (pollution)
・ Volume swell
・ Volume table
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・ Volume Ten
・ Volume testing
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・ Volume Two
・ Volume Two (EP)


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Volume rendering : ウィキペディア英語版
Volume rendering

In scientific visualization and computer graphics, volume rendering is a set of techniques used to display a 2D projection of a 3D discretely sampled data set, typically a 3D scalar field.
A typical 3D data set is a group of 2D slice images acquired by a
CT, MRI, or MicroCT scanner.
Usually these are acquired in a regular pattern (e.g., one slice every millimeter) and
usually have a regular number of image pixels in a regular pattern. This is an example
of a regular volumetric grid, with each volume element, or voxel represented by
a single value that is obtained by sampling the immediate area surrounding the voxel.
To render a 2D projection of the 3D data set, one first needs to define a camera in space
relative to the volume. Also, one needs to define the opacity and color of every voxel.
This is usually defined using an RGBA (for red, green, blue, alpha) transfer function
that defines the RGBA value for every possible voxel value.
For example, a volume may be viewed by extracting isosurfaces (surfaces of equal values) from the volume and rendering them as polygonal meshes or by rendering the volume directly as a block of data. The marching cubes algorithm is a common technique for extracting an isosurface from volume data. Direct volume rendering is a computationally intensive task that may be performed in several ways.
==Direct volume rendering==
A direct volume renderer〔Marc Levoy, "Display of Surfaces from Volume Data", IEEE CG&A, May 1988. (Archive of Paper )〕〔 〕 requires every sample value to be mapped to opacity and a color. This is done with a "transfer function" which can be a simple ramp, a piecewise linear function or an arbitrary table. Once converted to an RGBA (for red, green, blue, alpha) value, the composed RGBA result is projected on corresponding pixel of the frame buffer. The way this is done depends on the rendering technique.
A combination of these techniques is possible. For instance, a shear warp implementation could use texturing hardware to draw the aligned slices in the off-screen buffer.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
ウィキペディアで「Volume rendering」の詳細全文を読む



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