Abstract

A shading technique for voxel-based images, termedcongradient shading, is presented. As the surface information is not available in voxel representation, the surface normal must be recovered from the 3D discrete voxel map itself. The technique defines the normal as one of a finite set of neighborhood-estimated gradients and can thus employ precalculated look-up tables. Furthermore, a table-driven mechanism permits changing the light source parameters by merely redefining the look-up table. The technique uses only simple arithmetic operations and is thus suitable for hardware implementation. Since it has been implemented not as a post-processor, but as part of the projection pipeline of the cube architecture, congradient shading can be executed in real time. Two versions of the technique in real time. Two versions of the technique have been conceived and implemented:unidirectional shading, in which the gradient is estimated only from neighborhoods along the scan-lines;bidirectional shading, in which both horizontal and vertical components of the gradient are considered. In spite of the simplicity of the technique, the results are practically indistinguishable from images generated by conventional techniques.

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