Publication

Precision Isosurface Rendering of 3-D Image Data

Abstract

We address the task of rendering by ray tracing the isosurface of a high-quality continuous model of volumetric discrete and regular data. Based on first principles, we identify the quadratic B-spline as the best model for our purpose. The nonnegativity of this basis function allows us to confine the potential location of the isosurface within a binary shell. We then show how to use the space-embedding property of splines to further shrink this shell to essentially a single voxel width. Not all rays traced through a given shell voxel will intersect the isosurface; many may only graze it, especially when the ray-tracing vantage point is close or within the volume to render. We propose here an efficient heuristic to detect those cases. We present experiments to support our claims.

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Related concepts (34)
Ray tracing (graphics)
In 3D computer graphics, ray tracing is a technique for modeling light transport for use in a wide variety of rendering algorithms for generating . On a spectrum of computational cost and visual fidelity, ray tracing-based rendering techniques, such as ray casting, recursive ray tracing, distribution ray tracing, photon mapping and path tracing, are generally slower and higher fidelity than scanline rendering methods.
Distributed ray tracing
Distributed ray tracing, also called distribution ray tracing and stochastic ray tracing, is a refinement of ray tracing that allows for the rendering of "soft" phenomena. Conventional ray tracing uses single rays to sample many different domains. For example, when the color of an object is calculated, ray tracing might send a single ray to each light source in the scene. This leads to sharp shadows, since there is no way for a light source to be partially occluded (another way of saying this is that all lights are point sources and have zero area).
Ray casting
Ray casting is the methodological basis for 3D CAD/CAM solid modeling and image rendering. It is essentially the same as ray tracing for computer graphics where virtual light rays are "cast" or "traced" on their path from the focal point of a camera through each pixel in the camera sensor to determine what is visible along the ray in the 3D scene. The term "Ray Casting" was introduced by Scott Roth while at the General Motors Research Labs from 1978–1980.
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