Versión en español / Spanish version
Ciro Durán <ciro (at) ldc (dot) usb (dot) ve>
Francisco Morillo <francisco (at) ldc (dot) usb (dot) ve>

Volume Rendering (VR) is a technique for producing 2D proyections from discreet 3D data. The main applications for this technique are medical or geological data visualization, or fluid dynamics representations. The objective of this thesis is to evaluate the way conventional graphic hardware can be used to produce good quality and high performance visualizations.
VR as a physical process simulates light behaviour passing through a semi-transparent medium, requiring high cost calculations, both in time ans space. New approaches to this problem deal with acceleration the simulation by pre-calculating parts of the process.
We implemented and evaluated several Direct VR techniques, namely ray casting and texture-based renders. We also implemented our own versions of the works of Westermann & Sevenich, and Engel, Kraus & Ertl. The latter produce high quality and interactive framerate images using texture-based algorithms and VR integral pre-calculations (pre-integration), which can compete with more complex techniques.
We obtained a performance and quality reference with the evaluation of direct VR algorithms implemented with OpenGL and Cg (C for Graphics). These results of these implementations were compared against the published results, which show that real-time data visualization with direct VR using conventional graphic hardware is viable.
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Multiple volume software ray casting - Gray matter, Muscle and Skin |
Thesis: Texture Mapping Based Volume Rendering
Authors: Ciro Durán <ciro (at) ldc (dot) usb
(dot) ve>, Francisco Morillo <francisco (at) ldc (dot) usb (dot) ve>.
Date: 26 july, 2006, 2:41 A.M.