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Shaded Surface Display Technique

The SSD algorithm (sometimes called feature-extraction or iso-surfacing) fits surface primitives such as polygons or patches to constant-value contour surfaces in volume data [6]. This algorithm consists of several principal steps [7]. The first step is segmentation and the calculation of the normalized gradient vector at the surface points. Segmentation is a procedure for partitioning the three-dimensional(3D) gray-value data into foreground(objects) and background. There are two ways to segment an image: edge detection (or surface detection) and thresholding. If the 3D data form a rectangular space with unit cell of dimensions a, b, and c, the gradient vector g=(g,g,g) is estimated from the density function by taking the central differences between the densities, f(x,y,z), evaluated at the lattice points (x,y, z).

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The gradient vector defined at each lattice point is trilinearly interpolated over the voxel to give a local value of the gradient vector, g, at the desired surface. To locate the surface, the density function is linearly interpolated in the space (x,y,z) between the lattice points (x,y,z) and compared with the value C (threshold value) of the desired surface as the surface of interest is f(x,y,z) = C.

The second step in the SSD algorithm is the shading procedure. Very realistic 3D-effects can be obtained by using Phong's shading formula.

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where I is the ambient light intensity, R is the reflectivity light. I is the intensity of a point source of light, R is the diffuse reflectivity coefficient of the surface. R is the specular reflectivity coefficient. The viewing distance is r, k is a constant, and the angles and are explained by figure 3.

 
Figure 3: Angles in Phong's Formula

In this technique, only diffuse reflectivity is used. Therefore, the last term of the above equation is set to zero. We assume no ambient light, and that R is the same throughout the picture. The viewer is also situated at infinity, which makes it possible to set the factor 1/(r+k) = 1. With all these assumptions, Phong's shading formula is reduced to

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The third step is 3D surface reconstruction. In this step, the marching cubes algorithm is used to construct a surface. To summarize, the marching cubes algorithm includes the following steps: (1) Input the 3D data, the surface constant, view orientation, scale factors, cut planes, and nature of the cut surface. (2) Scan two consecutive slices and calculate an index formed by comparing the eight density values with the surface constant. (3) Tessellate each voxel configuration by retrieving edges from a precalculated table. (4) Interpolate the densities at the triangle vertices with respect to the desired surface density value. (5) Interpolate the voxel gradient vectors at the triangle vertices and normalize to find the vertex normal vectors. (6)Transform the vertices and the normal vectors to find the intensity at the triangle vertices. (7) Project triangles onto the view plane, and shade them by smoothly grading the intensity values.

 
Figure 4: SSD Technique





next up previous contents
Next: Accuracy of the Up: Current Techniques Used Previous: Current Techniques Used



liao naiwen
Thu Dec 12 16:06:02 EST 1996