El Corazon wrote:
looking back at this, this is exactly what 3D texturing does for you. You can define the CT data as the 3D texture, not a voxel list. Draw the plane where you want the cut, and you can view a slice at any oblique angle already smoothly textured and bilinear (or trinear) interpolated and fully antialiased. This is fully suppored by both OpenGL and DirectX.
I didn't know about *that*!! I thought texture mapping only meant taking a bitmap and laying or shrink-wrapping it over a surface. ... Actually a lot of my graphics knowledge is actually a bit dated. It consists of Foley, van Damme et al (ancient, I know!), F S Hill (to allow for an academic sort of mapping between Foley et al and OpenGL), and the practical OpenGL books like, e.g., OpenGL SuperBible by Wright and Sweet. Now, out of this range, only the last book talks about 3D texture mapping, but the topic is so small and hidden that I realized it is there only after you mentioned it! I also need to pick up on many other things... Now, coming back to the present thing. We can discuss it later at the Graphics forum, but just to let you know for now: The requirements could include millions of voxels (at least for the high-end, refined applications). Taking a cut through them using 3D textures is, it seems, practically not possible with OpenGL as of today. (Perhaps this is what you mean by out-of-core rendering.) Secondly, what I would like to have is customization of the interpolation--say, via a callback function facility. Third, the oblique cut could be a non-planar surface. I think the whole purpose differs. In OpenGL 3D texture, the idea is to help in rendering. What I have in mind is something more on the analysis side, but with a tighter integration with rendering as well... Alright. Thanks for your replies. I have learnt something useful. See you later in Graphics forum.
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