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- Volume Rendering documentation
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- Volume Rendering Documentation and Information
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- Volume Rendering source code can be found in
- toolbox/src/exampleCode/volumeRendering
- and in toolbox/src/tutorials/OGLT/Examples/VolumeRendering.
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- * Building an OpenGL Volume Renderer, 1996
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- The ability to produce volume-rendered images interactively opens the
- door to a host of new application capabilities. Volumetric data is
- commonplace today. Radiologists use magnetic resonance images (MRI) and
- computed tomography (CT) data in clinical diagnoses. Geophysicists map
- and study three-dimensional voxel Earth models. Environmentalists
- examine pollution clouds in the air and plumes underground. Chemists
- and biologists visualize potential fields around molecules and
- meteorologists study weather patterns. With so many disciplines
- actively engaging in the study and examination of three-dimensional
- data, today's software developers need to understand techniques used to
- visualize this data. You can use three-dimensional texture mapping, an
- extension of two-dimensional texture mapping, as the basis for building
- fast, flexible volume renderers.
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- This article tells you how to build an interactive, texture
- mapping-based volume renderer in OpenGL. The article also includes a
- pseudo-coded volume renderer to help illustrate particular concepts.
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- This work lives in the
- toolbox/src/exampleCode/volumeRendering/volren-6/doc/www directory.
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- * Interactive Volume Rendering Using Advanced Graphics Architectures:
- o html format
- o compressed PostScript
- o uncompressed PostScript
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- This paper articulates a good alternative use of texture mapping. Its
- description explores some of what's involved in doing volume rendering.
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- * Accelerated Volume Rendering and Tomographic Reconstruction Using
- Texture Mapping Hardware
- o compressed PostScript format
- o uncompressed PostScript
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- ABSTRACT: Volume rendering and reconstruction centers around solving
- two related integral equations: a volume rendering integral (a
- generalized Radon transform) and a filtered backprojection integral
- (the inverse Radon transform). Both of these equations are of the same
- mathematical form and can be dimensionally decomposed and approximated
- using Riemann sums over a series of resampled images. When viewed as a
- form of texture mapping and frame buffer accumulation, enormous
- hardware enabled performance acceleration is possible.
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- Copyright ⌐ 1995-96, Silicon Graphics, Inc.
-