Advanced Light Material Interaction for Direct Volume Rendering

Abstract

In this paper we present a heuristic approach for simulating advanced light material interactions in the context of interactive volume rendering. In contrast to previous work, we are able to incorporate complex material functions, which allow to simulate reflectance and scattering. We exploit a common representation of these material properties based on spherical harmonic basis functions, to combine the achieved reflectance and scattering effects with natural lighting conditions, i. e., incorporating colored area light sources. To achieve these goals, we introduce a modified SH projection technique, which is not just tailored at a single material category, but adapts to the present material. Thus, reflecting and scattering materials as assigned trough the transfer function can be captured in a unified approach. We will describe the required extensions to the standard volume rendering integral and present an approximation which allows to realize the material effects in order to achieve interactive frame rates. By exploiting a combination of CPU and GPU processing, we are able to modify material properties and can change the illumination conditions interactively. We will demonstrate the outcome of the proposed approach based on renderings of real-world data sets and report the achieved computation times.

DOI: 10.2312/VG/VG10/101-108

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Cite this paper

@inproceedings{Lindemann2010AdvancedLM, title={Advanced Light Material Interaction for Direct Volume Rendering}, author={Florian Lindemann and Timo Ropinski}, booktitle={Volume Graphics}, year={2010} }