摘要
对规则标量数据场的体绘制算法进行了讨论,在此基础上给出了一种快速的自前向后的光线投射算法,利用多边形扫描转换减少了投射光线的数量, 通过光线的参数化表示方法减少了光线与数据场求交的计算量,并且通过将Bresenham算法扩展至三维,对光线通过三维扫描转换以进行体素化,从而避免了对空体元的采样从而加速了光线投射的效率,而且通过利用OpenGL提供的函数接口,简化了算法的实现过程。
This paper discusses the volume rendering algorithm on regular scalar data and presents an efficient front-to-back volume rendering algorithm. This algorithm reduces the mount of rays by polygon scan convertion. By extending the Bresenham algorithm to three dimension, this algorithm voxelizes the data by three dimension scan convertion and avoids the sampling in empty voxel. So this algorithm greatly improves the efficiency of ray casting. At the same time, by using the function interface provided by OpenGL, this algorithm simplifies the implement procedure.
出处
《工程图学学报》
CSCD
2000年第3期97-102,共6页
Journal of Engineering Graphics