Z
-buffer technique for fast and efficient shadow generation. Volumetric data contain information about the grid points only. Such data do not provide surface information that could be projected immediately onto the shadow map. To solve this problem, we have implemented two techniques. The first uses a modified adaptive version of the well-known marching cubes algorithm for the special characteristics of medical data sets. The algorithm uses material properties for a precise representation of object boundaries, generating volumetric objects quickly and effectively. There are two representations of the same data set: we use a view-independent approximation to display shadows and the original representation of the volume for object visualization in full precision. The second algorithm uses a ray-tracing approach to create shadow maps. The same routine is used for object rendering, but is restricted to depth-value generation. Semitransparent objects are handled by storing an intensity profile in addition to the depth value.
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van Lengen, R., Meyer, J., Matzat, M. et al. Shadow generation for volumetric data sets. The Visual Computer 14, 83–94 (1998). https://doi.org/10.1007/s003710050125
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DOI: https://doi.org/10.1007/s003710050125