Data rendering method for volumetric 3D displays
First Claim
1. Method of displaying a geometric primitive with a desired brightness level in actual 3D space in a volumetric 3D display, said geometric primitive being a line or a surface, the volumetric 3D display comprising spatially distributed display elements for displaying volumetric 3D images, the method including the steps of:
- (1) determining the minimum number, Nge_op, of display elements required to display said geometric primitive at full brightness, Br_op;
(2) determining the desired number, Nge, of display elements to display said geometric primitive at the desired brightness level based on the following relation;
(Nge/Nge—
op)×
(Bge/Bge—
f)=Br/Br_op, wherein Br representing the desired brightness level of said geometric primitive, Bge_f representing full brightness level of said display element, Bge representing brightness level of said display element to be used to render said geometric primitive;
(3) rendering said geometric primitive with said desired number of display elements.
0 Assignments
0 Petitions
Accused Products
Abstract
The fundamental concept of expressing brightness level of a geometric primitive is to control the number of rendered display elements, representing desired brightness level, in the geometric primitive as a fraction of the maximum number of display elements, representing the maximum brightness level, that can be placed in it. There are two approaches to achieve this control: Point-based Rendering and Intersection-based Rendering. In Point-based Rendering, a geometric primitive is converted into a representation of sampling points and then the sampling points are rendered. In Intersection-based Rendering, the intersections of a geometric primitive with the frame slices are rendered. The basic procedure to render a texture-mapped surface is to divide the surface into a number of regions, each region having a different intensity range, and then render each region with a different density of display elements to represent different brightness level. The procedure of rendering a 3D volume with gray scale distribution is similar.
-
Citations
19 Claims
-
1. Method of displaying a geometric primitive with a desired brightness level in actual 3D space in a volumetric 3D display, said geometric primitive being a line or a surface, the volumetric 3D display comprising spatially distributed display elements for displaying volumetric 3D images, the method including the steps of:
-
(1) determining the minimum number, Nge_op, of display elements required to display said geometric primitive at full brightness, Br_op;
(2) determining the desired number, Nge, of display elements to display said geometric primitive at the desired brightness level based on the following relation;
(Nge/Nge—
op)×
(Bge/Bge—
f)=Br/Br_op,wherein Br representing the desired brightness level of said geometric primitive, Bge_f representing full brightness level of said display element, Bge representing brightness level of said display element to be used to render said geometric primitive;
(3) rendering said geometric primitive with said desired number of display elements. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 12, 13)
-
-
10. Method of displaying a surface carrying a monochromatic texture map in actual 3D space in a volumetric 3D display, the volumetric 3D display comprising spatially distributed display elements for displaying volumetric 3D images, the method including the steps of:
-
(1) dividing the intensity scale of the texture map into a number of different intensity ranges, each said intensity range mapping to a different region on the texture map;
(2) mapping each said region of the texture map to a corresponding region on said surface;
(3) assigning a brightness ratio to each said corresponding region based on the intensity range mapped to the region, said brightness ratio being defined as the ratio of desired brightness to full brightness;
(4) rendering each said corresponding region of the surface with a different density of said display elements to represent different brightness ratio. - View Dependent Claims (11, 14)
-
-
15. Method of displaying a 3D volume with a distribution of monochromatic intensity scale in actual 3D space in a volumetric 3D display, the volumetric 3D display comprising spatially distributed display elements for displaying volumetric 3D images, the method including the steps of:
-
(1) dividing the intensity scale of the 3D volume into a number of different intensity ranges, each said intensity range thereby mapping to a different spatial region in the 3D volume;
(2) assigning a brightness ratio, BR, to each said spatial region in the 3D volume based on the corresponding intensity range mapped to the spatial region, said brightness ratio being defined as the ratio of desired brightness to full brightness;
(3) rendering each said spatial region with a different density of said display elements to represent different brightness ratio;
the step including the step of representing the spatial region with sampling points by distributing the sampling points at a desired point density using a desired mesh system and by mapping each said sampling point to a desired number, called dilating number n_pd, of said display elements, a mesh system comprising intersecting mesh lines for placing sampling points at intersections of the mesh lines, combination of the desired point density and the desired dilating number forming the brightness ratio of the spatial region;
the step of representing each said spatial region with sampling points including the steps of;
a. constructing a reference mesh system and setting a reference dilating number, N_d, said reference mesh system having a mesh density required to render the whole 3D volume at full intensity when said reference dilating number is used;
b. determining said desired mesh system and said desired dilating number based on the following relation;
[(Ns×
n—
p)/(Ns—
op×
N—
d)]×
(Bge/Bge—
f)=BR,wherein Ns representing the number of sampling points for rendering the whole 3D volume using the desired mesh system, Ns_op representing the number of sampling points for rendering the whole 3D volume using the reference mesh system, Bge_f representing full brightness level of said display element, Bge representing brightness level of said display element to be used to render said geometric primitive;
c. placing sampling points according to the desired mesh system and only at the intersections located within said spatial region;
- View Dependent Claims (16, 17, 18, 19)
-
Specification