Utilization of the Volume Rendering with Spherical Sampling Method to Immersive VR System

  • Suzuki Yoshio
    Center for Promotion of Computational Science and Engineering, Japan Atomic Energy Research Institute
  • Takeshima Yuriko
    Center for Promotion of Computational Science and Engineering, Japan Atomic Energy Research Institute
  • Ohno Nobuaki
    Earth Simulator Center, Independent Administrative Institution, Japan Agency for Marine-Earth Science and Technology
  • Koyamada Koji
    Center for the Promotion of Excellence in Highter Education, Kyoto Univ.

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Other Title
  • 球面サンプリング法を用いたボリュームレンダリングの没入型VR装置への適用
  • キュウメン サンプリングホウ オ モチイタ ボリュームレンダリング ノ ボツニュウガタ VR ソウチ エ ノ テキヨウ

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A volume rendering is widely used for intuitively understanding 3-dimensionaly distribution of physical quantities. When the quantities have a nest-like distribution, however, the inside distribution cannot be observed. As one of the solution, an immersive virtual reality (VR) system is useful, since the researcher can immersively observe the distribution by using such a system. However, a plane slice sampling method conventionally used in the volume rendering has a problem that the quality of visualized images deteriorates especially in the immersive VR system. To resolve the problem, a spherical surface sampling method is applied to the volume rendering in the immersive VR system. The quality of image and the display speed are compared between these two methods.

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