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Re: [PROGRAMMERING] openGL og Volume Rendering



Lars Riisgaard Ribe wrote:
> Nå, men jeg tror, jeg laver den "simple" løsning, hvor jeg lægger en
> masse slices med textures på op ad hinanden, laver dem transperante, og
> så forsøger at undgå at vinklen til overfladen bliver for  lille.

Hvad med at ligge alle slices vinkelret på kameraet, og så istedet
for at dreje kameraet, så genberegne textures for det drejede objekt.

Istedet for at repræsentere objektet som et 3D skalar felt, kan det
måske være smart at gemme det det i en træstruktur, der repræsentere
en rekursiv opdeling af kassen. Roden vil indeholde summen af alle
grid celler samt pointers til de 8 subkasser med 1/2 sidelængde.

Hver af disse noder indeholder summen af af gridcellerne i subkassen,
samt pointere til deres egne subkasser. Problemet ligger så i at projicerer
denne træstruktur på nogle planer, men du kan så gøre dette med en lavere
opløsning bagerst, og med en højere opløsning tæt på kameraet.

-- 
  Mvh. Carsten Svaneborg
http://www.softwarepatenter.dk


 
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