Volume rendering#Splatting

Splatting (of English to splatter. " Spray ") is a rendering technique of volume rendering. It considers the voxel as small color beads that are thrown onto the image plane and burst there.

Classification

In the volume rendering three-dimensional objects are described by voxel data. These are generated by random sampling a material value can be read inside and outside of the real object at many points. If this is done at regular intervals, so the result is a three-dimensional grid of voxels ( see Figure 1 ), also called volume.

Goal of rendering is now to be calculated from such a voxel images; mathematically is called a projection from the three-dimensional space in the (two-dimensional ) image plane.

In the past, various techniques have been developed to, namely volume ray casting, Shear - Warp, 3D texture mapping and level splatting. Splatting is an object-based rendering technique: While image-based techniques, such as volume ray casting out from the final image to be formed and work through this point by point, goes splatting from the object and this works voxel -by-voxel from.

Advantages and disadvantages over other volume representations

In contrast to the ray casting is this is a object- space -based method (Object -Order ). The data values ​​are converted to color values ​​and then mixed (pre- classification), not vice versa (post - classification). The amount of computation in the splatting is dependent on the position of the image plane.

  • History / Variants
  • Term
  • Advantages and disadvantages over other volume representations
  • Image synthesis
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