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This research project deals with volume graphics, and specifically
with the underlying algorithms
for the synthesis, manipulation, and rendering
of 3D geometric models in volumetric form.
Unlike conventional computer graphics, which employs
continuous surfaces for 3D object representation,
in volume graphics a 3D object is represented as a discrete
volumetric model commonly stored as a 3D buffer of voxels.
One of the motivations for this work is the expanding use
of discrete volumetric representation for a variety of
geometry-based applications.
These include
simulation (e.g., flight and mission simulation),
computer-aided design,
animation, virtual reality, and scientific
visualization, as well as those applications that intermix geometric
objects with 3D sampled or computed datasets. In volume graphics,
the inherently continuous 3D geometric model
is discretized (voxelized) in a preprocessing stage
generating a view-independent 3D buffer of voxels,
which then becomes amenable to faster manipulation and rendering
using volume graphics techniques.
Unlike surface graphics, volume graphics
employs a view-independent model of data and attributes,
is relatively insensitive to object and scene complexities,
supports visualization of amorphous phenomena, hierarchies, inner structures,
and intermixing of geometric models with sampled and computed datasets.
As such, volume graphics offers a viable
alternative to contemporary surface-based computer graphics.
Furthermore,
it offers the foundation for long-term research to support
the emerging direct volume display devices. The project includes the study and development of volume-sampled voxelization techniques, methods to manipulate multiple volumetric models with possible data modification and deformation, and efficient rendering algorithms for local and global illumination of volume graphics models. |