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3D graphics eBook - Course Materials Repository

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Voxel 245<br />

Voxel data<br />

A (smoothed) rendering of a data set of voxels for<br />

a macromolecule<br />

relating to the same voxel positions.<br />

A voxel represents the sub-volume box with constant scalar/vector<br />

value inside which is equal to scalar/vector value of the corresponding<br />

grid/pixel of the original discrete representation of the volumetric data.<br />

The boundaries of a voxel are exactly in the middle between<br />

neighboring grids. Voxel data sets have a limited resolution, as precise<br />

data is only available at the center of each cell. Under the assumption<br />

that the voxel data is sampling a suitably band-limited signal, accurate<br />

reconstructions of data points in between the sampled voxels can be<br />

attained by low-pass filtering the data set. Visually acceptable<br />

approximations to this low pass filter can be attained by polynomial<br />

interpolation such as tri-linear or tri-cubic interpolation.<br />

The value of a voxel may represent various properties. In CT scans, the<br />

values are Hounsfield units, giving the opacity of material to X-rays. [1]<br />

:29 Different types of value are acquired from MRI or ultrasound.<br />

Voxels can contain multiple scalar values - essentially vector data; in<br />

the case of ultrasound scans with B-mode and Doppler data, density,<br />

and volumetric flow rate are captured as separate channels of data<br />

Other values may be useful for immediate <strong>3D</strong> rendering, such as a surface normal vector and color.<br />

Uses<br />

Common uses of voxels include volumetric imaging in medicine and representation of terrain in games and<br />

simulations. Voxel terrain is used instead of a heightmap because of its ability to represent overhangs, caves, arches,<br />

and other <strong>3D</strong> terrain features. These concave features cannot be represented in a heightmap due to only the top 'layer'<br />

of data being represented, leaving everything below it filled (the volume that would otherwise be the inside of the<br />

caves, or the underside of arches or overhangs).<br />

Visualization<br />

A volume containing voxels can be visualized either by direct volume rendering or by the extraction of polygon<br />

iso-surfaces which follow the contours of given threshold values. The marching cubes algorithm is often used for<br />

iso-surface extraction, however other methods exist as well.<br />

Computer gaming<br />

• C4 Engine is a game engine that uses voxels for in game terrain and has a voxel editor for its built in level editor.<br />

C4 Engine uses a LOD system with its voxel terrain that was developed by the game engine's creator. All games<br />

using the current or newer versions of the engine have the ability to use voxels.<br />

• Upcoming Miner Wars 2081 uses their own Voxel Rage engine to let the user deform the terrain of asteroids<br />

allowing tunnels to be formed.<br />

• Many NovaLogic games have used voxel-based rendering technology, including the Delta Force, Armored Fist<br />

and Comanche series.<br />

• Westwood Studios' Command & Conquer: Tiberian Sun and Command & Conquer: Red Alert 2 use voxels to<br />

render most vehicles.<br />

• Westwood Studios' Blade Runner video game used voxels to render characters and artifacts.

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