Volume Rendering Tex-Coords - Graphics

This is a discussion on Volume Rendering Tex-Coords - Graphics ; How do you compute the 3D texture coordinates of the proxy polygons used in GPU volume rendering (using full 3D textures)? One idea I had was to transform the slice polygons from view space to the volume's local space. Then ...

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Volume Rendering Tex-Coords

  1. Default Volume Rendering Tex-Coords

    How do you compute the 3D texture coordinates of the proxy polygons
    used in GPU volume rendering (using full 3D textures)?

    One idea I had was to transform the slice polygons from view space to
    the volume's local space. Then the coordinates of intersection
    geometry will also be the texture coordinates. Is this the usual
    approach or am I missing something?


  2. Default Re: Volume Rendering Tex-Coords

    I think the most standard approach is to compute the proxy geometry in
    model-space. For a 3D texture-based approach, your proxy geometry
    should be orthogonal to the vector:

    modelviewInverse * (0,0,1)

    Use that vector as the normal to a plane that you move through volume
    geometry, computing the intersection (a polygon) of the plane and the
    volume geometry at each step. The tricky part is ordering the vertices
    from the intersection so you get a polygon -- refer to a computational
    geometry text.

    There is a good SIGGRAPH tutorial out there by Engel et al. (which has
    recently been published as a book with the same title):

    Engel, K., Hadwiger, M., Kniss, J. M., Lefohn, A. E., Salama, C. R.
    and Weiskopf, D. (2004). Real-time volume graphics. SIGGRAPH '04
    Course Notes: Proceedings of the conference on Computer graphics and
    interactive techniques (p. 29). New York, NY, USA: ACM Press.

    -Kenny


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