To exploit the above two qualities for voxel-volume deformation, we first cluster a group of voxels to form larger blocks, transform the larger cells and then map the 3D textures into the deformed blocks. However, there is no work that has been reported for goal-directed FEM deformation. Also there has not been any work that has been reported so far for 3D voxel texture deformation of points, lines or polyhedrons.
Our Contribution
A new algorithm for goal-directed deformation of
volume data is proposed. This method performs a clustering to identify
voxels to form a polyhedron and deforms the polyhedron using FEM. The voxel
textures for the deformed polyhedron are obtained using the voxture map
algorithm. The attractive feature of the algorithm is that it is length,
area and volume coherent and models a single volume texture from one or
more 3D textures.
Voxture Mapping is defined as the process of assigning 3D volume texture to voxels during voxelization. In contrast to the texture lookup during the rasterization operation, which results in a texture-mapped frame buffer, the 3D volume texture sampling during voxelization results in a voxture-mapped volume buffer. A footprint is normally used to achieve the best approximation of the color of the resultant voxel.
Visible Human Deformation Algorithm
This section describes the use of voxture mapping
algorithm for deformation of a volume texture as shown in Figure
1. The steps involved are:
1. Load the visible human as a single 3D texture.
2. Discretize the visible human as 8-noded blocks.
3. Deform the visible human blocks using FEM.
4. Voxelize deformed blocks with Voxture Mapping.
5. Render volume buffer.
6. Repeat Step 3 for new deformations.
Results and Conclusion
An implementation of the new goal-directed deformation technique and
results from visible human are presented. Figure
2 shows the results for the visible human data set. In contrast to
the traditional deformation techniques, the new algorithm is aimed at volume
transformations, deformations and volume metamorphosis. Work is in progress
to deform the blocks using a multi-grid method where the bones and muscles
have different deformation. We aim to achieve this by accumulating multiple
voxture maps to obtain the deformed volume model.