volume clipping via per-fragment operations in texture-based volume visualization
DESCRIPTION
Volume Clipping via Per-Fragment Operations in Texture-Based Volume Visualization. Visualization and Interactive Systems Group University of Stuttgart Germany. Approach. Currently Primitive clip planes Clip object specified Clip geometry using a polygon mesh - PowerPoint PPT PresentationTRANSCRIPT
Volume Clipping via Per-Fragment Operations in Texture-Based
Volume Visualization
Visualization and Interactive Systems Group
University of StuttgartGermany
Approach
• Currently– Primitive clip planes
• Clip object specified– Clip geometry using a polygon mesh– Volumetric 3d textures as a voxel mask
Depth-based clipping
Depth structure for 1 pixel in the frame buffer
Straightforward approach-1 boundary- Render clip to depth buffer- Disable writing to depth buffer;-Enable depth test
- “Greater” or “less”- Render textures
Depth-based volume probing
– Render front faces of geometry to depth buffer to get zfront
-Store depth buffer to a texture (gfx-mem)-Fragment shader shifts all depth by –zfront
-Render back faces-Render slices with depth shift/test
Volumetric Clip Textures
• Voxelise the clip geometry as binary volume– 1: voxel is inside ; 0: voxel is clipped
• Per-fragment multiplicaton of vol*clip texture• Disadvantages
– Jaggy artifacts due to discretization
Results
Voxel Clipping-Varying alpha for smooth variation-Visible jaggy edges :trilinear interpolation doesn’t give sharp edges-Reuse clip texture – cylinder as many translated 2d circle texture
Clip Geometry-High quality (per pixel)-No aliasing-Change of geometry is trivial-slower (x4)- Convex geometry (multipass??)