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Yokohama, Japan
Mar. 13, 2001 to Mar. 17, 2001
ISBN: 0-7695-0948-7
pp: 165
Volker Leeb , Institute of Applied Sciences in Medicine, ISM-Austria
Ludwig M. Auer , Institute of Applied Sciences in Medicine, ISM-Austria
Arne Radetzky , IUL Softwarehouse G
For visualization in virtual reality, two topics are of major importance: real-time rendering and realism. To meet these requirements, modern graphics hardware has to be applied wherever possible. A common used method to improve realism without decreasing the rendering speed is texturing. Today, fast texture mapping algorithms are even integrated in low-cost hardware. However, high-resolving and non-distorting texturing is very difficult and sometimes even impossible for non-convex complex polyhedra. Nevertheless, the realism of many virtual reality applications could be improved by using non-distorted textures. Especially in surgical simulation, each anatomical detail has to be placed correctly on very complex models of human organs. For this, a new method has been developed,allowing interactive placement of high-resolution bitmaps to any desired position on the model's surface. In addition, the visualization quality can be improved by using an antialiasing filter. This method, called arbitrary texture placement, utilizes polyhedron decomposition to split one object of complex shape into N triangles. Treating each triangle of the surface as independent object it is possible to assign them an unique part of the texture space where color information can be stored. If a bitmap is applied to the polyhedron's surface, the involved triangles are determined and the pieces of the bitmap inside the triangle are stored at the corresponding areas in the texture space. An example shows the appliance of the method to an an anatomical model of the ventricular system in the human brain, used for simulating minimally invasive neurosurgery.
Volker Leeb, Ludwig M. Auer, Arne Radetzky, "Interactive Texturing by Polyhedron Decomposition", VR, 2001, Virtual Reality Conference, IEEE, Virtual Reality Conference, IEEE 2001, pp. 165, doi:10.1109/VR.2001.913783
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