Professional Documents
Culture Documents
3D Imaging Technique
Reconstruction
Helical Scanning
Data preparation
3D volume data are represented by a finite number of cross sectional slices (a stack of images) On each volume element (voxel), stores a data value For simplicity sake, we assume that the dataset is a regular 3D grid, and each grid point has a data value.
0.3 0.7 2 1
1.5
0.5 2.8
Surface Rendering
Iso value = 80
0.3 0.7 2 1
1.5
0.5 2.8
0.3 0.7 2 1
1.5
0.5 2.8
Iso value = 80
Volume Rendering
Volume Rendering
Trace rays from eye instead Start from the image and follow the ray until ray finds (or fails to find) a light source
Shadow Test
Check against other objects to see if point is shadowed Cast shadow ray from surface point to light If shadow ray hits opaque object, no contribution
Eye
Shadowing Object
(0.5,1.0, 0.5)
Eye
V2
(0.5,1.0, 0.5)
V1
Eye
(0.8,0.8,0.0)
V2
(0.5,1.0,0.5)
V1
Eye
Eye
Shadowing Object
An illumination model computes the lighting effects for a surface using the various optical properties
-Degree of transparency, color reflectance, surface texture
The reflection (phong illumination) model describes the way incident light reflects from an opaque surface
-Diffuse, ambient, specular reflections -Simple approximation of actual physical models
Shading
- Use a phong Illumination/Shadding model - It simulates rough and shiny surfaces For each Sample evaluate color :
Ambient Light
Multiple reflection of nearby (light-reflecting) objects yields a uniform illumination, which is constant for an object
Eye
Light
Diffuse Light
L N V
Specular Light
L N V R
Data preparation
3D volume data are represented by a finite number of cross sectional slices (a stack of images) On each volume element (voxel), stores a data value For simplicity sake, we assume that the dataset is a regular 3D grid, and each grid point has a data value.
Preparing Gradient Computation Classification Shading Image Compositing
0.7 2 0.3 1 0.5 2.8 1.5
Eye R
Preparing
0.7
To find the normal at point P: Consider the six adjacent data points. Let the value at the next point along the x axis be denoted as fx+1. Similar notation for the other five points. Then, the normal at point P is N = (fx+1-fx-1,fy+1-fy-1,fz+1-fz-1).
Classification goal
Preparing Gradient Computation Classification Shading Image Compositing - Make sense of a given data set - Group voxels of same substance - Assign color/opacity value that guides visualization - Color Transfer Function-> Maps data to a given color - Opacity Trans. Fn.-> Maps data to a given opacity f(xi) C(xi), a(xi)
Translucent surface
21.05
27.05
24.03
20.05
Opacity describes how transparent a voxels is: - av=1: completely opaque, cant see through - av=0; transparent, no impact on rendered picture By controlling the opacity, we can: - Show surfaces by setting opacity to 0 or 1 - Show both exterior and interior regions by grading opacity from 0 to 1 Region of interest: high opaicity (more opaque) Rest: translucent or transparent For example, if the value for bone is around 0.4, and the value for skin is around 0.1, the user may use the following opacity map to see the bone through translucent skin
f(xi)
C(xi), a(xi)
Skull + Skin
Shading
Apply light to volume Phong lighting model will give the light reflected to the viewer at any point in volume if we know the local normal
Imagine an isosurface shell through each data point surface normal is provided by gradient vector Thus we can get color reflected at each data point Preparing
Light not attenuated in passage to voxel
Eye R
Light attenuated in passage from voxel
Compositing
For every pixel in output image Treat volume as a translucent object shoot ray into volume at least one per pixel at evenly spaced ray locations, obtain color and opacity by interpolation Accumulate color and opacities of voxels from back to front Stop when ray exits grid or reaches full opacity
Compositing- Illustration
Cout ! Cin (1 E ) C E
E out ! E in (1 E ) E
color Eye
Eye R