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Shadow Sweep Elimination

Figure 4.4: Removal of hidden voxels in 2D: a) viewpoint-independent preprocessing: relevance of voxel $V$ depends on rays passing through eight neighbors. b) 4 view-sets: relevance of $V$ depends on three neighbors. c) 8 view-sets: dependency minimized (two neighbors).
\includegraphics[width=\linewidth]{Figures/vpdep.eps}

Although the above approach is able to remove approximately half of a data set, many voxels have to remain in the volume even if they only contribute to a MIP for a narrow range of viewing directions. If enough memory is available for redundant storage of the data, more efficient preprocessing can be performed by subdividing all possible viewing directions into disjoint view-sets in a way which minimizes dependencies among voxels (figure 4.4). The highest efficiency of removal in 3D can be achieved if 24 such view-sets are used. For each view-set a set of potentially visible voxels is computed using a two-pass procedure:

Figure 4.5: View-point dependent voxel removal (2D). a) Shadowed voxel sweep. b) Leading voxel sweep.
\includegraphics[height=6cm]{Figures/sweeps.eps}

Direction dependent preprocessing allows to remove about three quarters of all voxels for each view-set (see table 4.1). During rendering, voxels of the view-set which contains the current viewing direction are selected and rendered.


next up previous contents
Next: Voxel Storage Up: Voxel Elimination Previous: Neighborhood-based Elimination   Contents
Lukas Mroz, May 2001,
mailto:mroz@cg.tuwien.ac.at.