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Direct volume rendering currently is a fast growing discipline
of visualization. This is the case because rendering of usual
datasets with resolutions of about 256 cubed (256x256x256 = 16,777,216)
voxels is very time consuming and former computers were not able
to do computations fast enough. Even with modern PCs it is
impossible to render such complex data sets in real time.
A rather new approach to direct
volume rendering that works relatively fast is the Shear-Warp Algorithm.
Within the scope of the "Informatikpraktikum 1" it was my task
to implement the Shear-Warp Algorithm on regular
grids, on BCC-grids and add it to vuVolume
(which is a tool
that covers some different algorithms for volume rendering;
vuVolume runs under Linux, is written in C++
and uses wxWindows for its user interface).
Also the fast-classification
and perspective extensions of the Shear-Warp Algorithm
had to be implemented.
Basic literature was the paper
[1] "Fast Volume
Rendering Using a Shear-Warp Factorization of the
Viewing Transformation" by Philippe Lacroute and Marc Levoy
and [2]
the Ph. D. Dissertation with the same title
by Philippe Lacroute.
The Basic Idea of the Shear-Warp Algorithm
Orthogonal Shear-Warp Factorisation
Perspective Shear-Warp Factorisation
Creating the Intermediate Image
Grids on Body Centered Cubes (BCC)
About the Implementation
Screenshots
References
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