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Volume Graphics Min Chen

Volume Graphics By Min Chen

Volume Graphics by Min Chen


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Summary

As true 3D representations, volume data types possess more descriptive power than surface data types, and are morphologically closer to many high-level modelling schemes in traditional surface graphics such as parametric surfaces, implicit surfaces and volume sweeping.

Volume Graphics Summary

Volume Graphics by Min Chen

Min Chen, Arie E. Kaufman and Roni Yage/ Volume graphics is concerned with graphics scenes defined in volume data types, where a model is specified by a mass of points instead of a collection of surfaces. The underlying mathematical definition of such a model is a set of scalar fields, which define the geometrical and physical properties of every point in three dimensional space. As true 3D representations, volume data types possess more descriptive power than surface data types, and are morphologically closer to many high-level modelling schemes in traditional surface graphics such as parametric surfaces, implicit surfaces and volume sweeping. The past decade has witnessed significant advances in volume visualisation, driven mainly by applications such as medical imaging and scientific computation. The work in this field has produced a number of volume rendering methods that enable 3D information in a volumetric dataset to be selectively rendered into 2D images. With modern computer hardware, such a process can easily be performed on an ordinary workstation. More importantly, volume-based rendering offers a consistent solution to the primary deficiencies of the traditional surface-based rendering, which include its inability to encapsulate the internal description of a model, and the difficulties in rendering amorphous phenomena. The emergence of volume-based techniques has not only broadened the extent of graphics applications, but also brought computer graphics closer to other scientific and engineering disciplines, including image processing, computer vision, finite element analysis and rapid prototyping.

Table of Contents

Part I: Perspectives. 1. State-of-the-Art in Volume Graphics, 2. Volume Modelling.- Part II: Discrete Modelling. 3. Minimally Thin Discrete Triangulation, 4. Smooth Boundary Surfaces from 3D Datasets, 5. Manufacturing Isovolumes.- Part III: Complex Volumetric Objects. 6. Constructive Representations of Volumetric Environments, 7. Vxt: A Class Library for Object Voxelisation, 8. 3D Scan Conversion of CSG Models into Distance, Closest-Point and Colour Volumes, 9. NURBS Volume for Modelling Complex Objects.- Part IV: Volume Rendering. 10. Voxels versus Polygons: A Comparative Approach for Volume Graphics, 11. Fast Multi-Resolution Volume Rendering, 12. High-Quality Volume Rendering Using Seed Filling in View Lattice, 13. Extending Hypertextures to Non-Geometrically Definable Volume Data.- Part V: Volume Animation. 14. Fast Volume Rendering and Animation of Amorphous Phenomena, 15. Visible Human Animation, 16. Realistic Volume Animation with Alias.- Part VI: Parallel and Distributed Environments. 17. Multi-Resolutional Parallel Isosurface Extraction Based on Tetrahedral Bisection, 18. A Volume Rendering Crossbar and SRAM-Based Hardware, 19. Algorithmically Optimised Real-Time Volume Rendering, 20. Hardware Accelerated Voxelisation, 21. Volume Graphics and the Internet.- Part VII: Applications. 22. InViVo-IORT - A System for Quality Control in Intra-Operative Radiotherapy, 23. Computer Aided Facial Reconstruction for Forensic Identification, 24. A Morphological Approach to Volume Synthesis of Weathered Stones, 25. Volumetric Modelling of 3D Text.- Part VIII: Glossaries and Indices. Glossary, Author Index, Subject Index.

Additional information

NPB9781852331924
9781852331924
1852331925
Volume Graphics by Min Chen
New
Paperback
Springer London Ltd
2000-03-08
421
N/A
Book picture is for illustrative purposes only, actual binding, cover or edition may vary.
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