Master's Thesis - Studierstube Augmented Reality Project - Graz ...
Master's Thesis - Studierstube Augmented Reality Project - Graz ...
Master's Thesis - Studierstube Augmented Reality Project - Graz ...
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5.3 Visualization nodes and subgraphs<br />
Figure 5.12: This Figure shows path lines with a red colored one-dimensional seedregion<br />
and red-colored sections of the lines which are placed in this part related to the<br />
volume currently shown in the background by the morphological slice renderer in the<br />
background.<br />
that always the same side of the strip is placed below the actual line and the other<br />
above. Due to the fact that a line strip is not a tube when looking directly in line<br />
direction a terminator at the start and the end of each tube has to be added. This<br />
might be a pre-shaded circle rendered on an impostor-quad perpendicular to the line’s<br />
tangent direction or a sphere or anything else. The start and the end point of each<br />
line can be easily determinated since they always refer to the first, respectively the last<br />
texture coordinate of each column in the already calculated supporting points texture.<br />
Consequently, the terminator structures only have to be assigned to these coordinates.<br />
For realistic lighting and coloring of the tube, the interpolations abilities of built in<br />
shader varyings can be utilized. A smooth color course can be established by setting<br />
the variable gl_FrontColor for each vertex to a value looked up in a former introduced<br />
color gradient for some arbitrary parameter. Moreover the correct reflection of light<br />
is important. To give an impression of a dilated tube an additional varying for the<br />
vertex normals has to be defined. By setting the normals always in the same direction<br />
as the vertices have been displaced relatively to the line, correct spherical interpolated<br />
normals will result for each fragment between the borders of the strip. The blue arrows<br />
in figure 5.13 try to explain these coherences. Phong-shading with a fragment shader is<br />
consequently possible directly. Due to a well defined normal vector for each fragment,<br />
equation 2.6 can now be solved directly without a maximization criterion as used for<br />
the illumination of lines. This approach still performs with about 60 to 120 frames per<br />
second on the reference systems. The line length and number were each defined with<br />
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