گرافیک حجم در زمان واقعی
Real-Time Volume Graphics
معرفی کتاب «گرافیک حجم در زمان واقعی» (با عنوان لاتین Real-Time Volume Graphics) نوشتهٔ Klaus Engel, Markus Hadwiger, Joe Kniss, Christof Rezk-Salama, Daniel Weiskopf، منتشرشده توسط نشر A K Peters/CRC Press در سال 2006. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
Based on course notes of SIGGRAPH course teaching techniques for real-time rendering of volumetric data and effects; covers both applications in scientific visualization and real-time rendering. Starts with the basics (texture-based ray casting) and then improves and expands the algorithms incrementally. Book includes source code, algorithms, diagrams, and rendered graphics. Contents......Page 8 Preface......Page 12 1. Theoretical Background and Basic Approaches......Page 19 1.1 Problem Setting......Page 21 1.2 PhysicalModel of Light Transport......Page 22 1.3 Volume-Rendering Integral......Page 26 1.4 Discretization......Page 28 1.5 Volume Data and Reconstruction Filters......Page 35 1.6 Volume-Rendering Pipeline and Basic Approaches......Page 43 1.7 Further Reading......Page 48 2.1 The Graphics Pipeline......Page 51 2.2 Vertex Processing......Page 53 2.3 Fragment Processing......Page 56 2.4 Frame-Buffer Operations......Page 60 2.5 Further Reading......Page 63 3.1 Software Components......Page 65 3.2 2D Texture–Based Volume Rendering......Page 67 3.3 3D Texture–Based Approach......Page 79 3.4 2D Multitexture–Based Approach......Page 85 3.5 Vertex Programs......Page 89 3.6 Further Reading......Page 97 4.1 Classification......Page 99 4.2 Implementation of Pre-Classification......Page 102 4.3 Implementation of Post-Classification......Page 105 4.4 Pre- versus Post-Interpolative Transfer Functions......Page 107 4.5 Pre-Integrated Transfer Functions......Page 110 4.6 Implementation of Pre-Integrated Transfer Functions......Page 114 4.7 Discussion......Page 118 4.8 Further Reading......Page 120 5. Local Volume Illumination......Page 121 5.1 Terminology......Page 123 5.2 Types of Light Sources......Page 124 5.3 Gradient-Based Illumination......Page 126 5.4 Local Illumination Models......Page 132 5.5 Pre-Computed Gradients......Page 140 5.6 On-the-Fly Gradients......Page 145 5.7 Environment Mapping......Page 150 5.8 High Dynamic Range Illumination and Volume Rendering......Page 153 5.9 Further Reading......Page 155 6. Global Volume Illumination......Page 157 6.1 Volumetric Shadows......Page 158 6.2 Phase Functions......Page 161 6.3 Translucent Volume Lighting......Page 167 6.4 Shading Strategies......Page 176 6.5 Further Reading......Page 179 7. GPU-Based Ray Casting......Page 181 7.1 Basic Structure of Ray Casting......Page 183 7.2 Single-Pass GPU Ray Casting for Uniform Grids......Page 185 7.3 Performance Aspects and Acceleration Methods......Page 188 7.4 Multipass GPU Ray Casting for Uniform Grids......Page 192 7.5 Ray Casting in Tetrahedral Grids......Page 196 7.6 Further Reading......Page 202 8.1 Improving Memory Access......Page 205 8.2 Asynchronous Data Upload......Page 210 8.3 Bilinear Filtering......Page 212 8.4 Empty-Space Leaping......Page 214 8.5 Occlusion Culling......Page 215 8.6 Early Ray Termination......Page 218 8.7 Deferred Shading......Page 224 8.8 Image Downscaling......Page 227 8.9 Discussion......Page 229 9. Improving Image Quality......Page 233 9.1 Sampling Artifacts......Page 234 9.2 Filtering Artifacts......Page 241 9.3 Classification Artifacts......Page 255 9.4 Shading Artifacts......Page 257 9.5 Blending Artifacts......Page 261 9.6 Discussion......Page 265 10.1 Image Data versus Scalar Field......Page 267 10.2 Multidimensional Transfer Functions: Introduction......Page 269 10.3 Data Value and Derivatives......Page 271 10.4 General Multidimensional Transfer Functions......Page 273 10.5 Engineering Multidimensional Transfer Functions......Page 275 10.6 Transfer-Function User Interfaces......Page 286 10.7 Further Reading......Page 291 11.1 Volume Graphics in Games......Page 293 11.2 Differences from "Standalone" Volume Rendering......Page 299 11.3 Guide to Other Chapters......Page 301 11.4 Integrating Volumes with Scene Geometry......Page 303 11.5 A Simple Volume Ray Caster for Games......Page 312 11.6 Volumetric Effects......Page 314 11.7 Simulation......Page 319 11.8 Integrating Volumes with Scene Shadowing and Lighting......Page 321 11.9 Further Reading......Page 329 12. Volume Modeling......Page 331 12.1 Rendering into a 3D Texture......Page 333 12.2 Voxelization......Page 334 12.3 Procedural Modeling......Page 338 12.4 Compositing and Image Processing......Page 343 12.5 Further Reading......Page 344 13.1 Modeling Paradigms......Page 347 13.2 Deformation in Model Space......Page 349 13.3 Deformation in Texture Space......Page 350 13.4 Deformation and Illumination......Page 355 13.5 Animation Techniques......Page 358 13.6 Further Reading......Page 364 14. Non-Photorealistic and Illustrative Techniques......Page 367 14.1 Overview of Methods......Page 368 14.2 Basic NPR Shading Models......Page 378 14.3 Contour Rendering......Page 382 14.4 Surface and Isosurface Curvature......Page 386 14.5 Deferred Shading of Isosurfaces......Page 392 14.6 Curvature-Based Isosurface Illustration......Page 394 14.7 Further Reading......Page 398 15. Volume Clipping......Page 399 15.1 Conceptual Description of Volume Clipping......Page 400 15.2 Clipping via Voxelized Selection Volumes......Page 402 15.3 Surface-Based Clipping......Page 409 15.4 Volume Clipping and Illumination......Page 417 15.5 Clipping and Pre-Integration......Page 424 15.6 Clipping and Volume Illustration......Page 427 15.7 Further Reading......Page 431 16. Segmented Volume Data......Page 433 16.1 Overview......Page 435 16.2 Segmented Data Representation......Page 438 16.3 Rendering Segmented Data......Page 439 16.4 The Basic Rendering Loop......Page 441 16.5 Boundary Filtering......Page 446 16.6 Two-Level Volume Rendering......Page 454 16.7 Further Reading......Page 456 17. Large Volume Data......Page 459 17.1 Memory Performance Considerations......Page 462 17.2 Bricking......Page 464 17.3 Multiresolution Volume Rendering......Page 467 17.4 Built-In Texture Compression......Page 468 17.5 Wavelet Compression......Page 469 17.6 Packing Techniques......Page 471 17.7 Vector Quantization......Page 475 17.8 Discussion......Page 476 17.9 Further Reading......Page 477 Bibliography......Page 479
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