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Voxelbaserad rendering med "Marching Cubes"-algoritmen
Blekinge Institute of Technology, School of Computing.
2009 (Swedish)Independent thesis Basic level (degree of Bachelor)Student thesisAlternative title
Voxel based rendering with the Marching Cubes algorithm (English)
Abstract [sv]

Det finns flera olika metoder och tekniker för tredimensionell rendering, alla med olika för- och nackdelar som lämpar sig för olika applikationer. Voxelbaserad rendering har använts flitigt inom vetenskapliga områden, främst inom det medicinska för visualisering av volymetrisk data. Tekniken används nu inom flera olika områden för tredimensionell rendering, t.ex. i datorspel, i matematiska applikationer och vid geologisk rekonstruktion. I den här rapporten kommer voxelbaserad rendering med Marching Cubes-algoritmen undersökas för att se hur den lämpar sig för realtidsapplikationer. Området behandlas dels teoretiskt, men även praktiskt då en implementering av Marching Cubes gjordes för att genomföra några tester för att se hur prestandan påverkades. Av testerna framkom det tydligt att algoritmen lämpar sig väl för realtidsapplikationer och dagens grafikkort. Viss optimering krävs dock för att kunna utnyttjas på bästa sätt.

Abstract [en]

There are lots of different methods and techniques for three-dimensional rendering, everyone with different advantages and disadvantages that suits different applications. Voxel-based rendering has been used frequently within the scientific area, mainly within medicin for visualization of volumetric data. The technique is now used within many different areas for three-dimensional rendering, e.g. in computer games, in mathematical applications and in geological reconstruction. In this report voxel-based rendering with Marching Cubes algorithm will be researched to see how it suits for real-time applications. The area will partly be dealt with theoretically, but also practically as an implementation of Marching Cubes was done to run some tests to see how the performance was affected. From the tests it appeared cleary that the algorithm is well suited for real-time applications and today's graphics card. Though some optimization is needed to fully take advantage of it.

Place, publisher, year, edition, pages
2009. , 22 p.
Keyword [sv]
Rendering, Voxel, Marching Cubes, Volymetric Data
National Category
Computer Science
Identifiers
URN: urn:nbn:se:bth-6096Local ID: oai:bth.se:arkivex71DB8AA62F1DDE74C12576310035C351OAI: oai:DiVA.org:bth-6096DiVA: diva2:833519
Uppsok
Technology
Supervisors
Available from: 2015-04-22 Created: 2009-09-14 Last updated: 2015-06-30Bibliographically approved

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CiteExportLink to record
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