体素渲染是体积渲染的一种形式吗?
在阅读有关体渲染的内容时,我看到体素渲染被提及很多。我知道体积数据具有体素,但这两个术语可以互换吗,还是完全不同?
When reading about volume rendering, I see voxel rendering is mentioned a lot. I know volume data have voxels, but are the two terms interchangeable, or are they completely different?
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它们不可互换,但也不完全不同。正如您的问题标题所述,体素渲染是体积渲染的一种形式,因为它渲染体积。您可以使用多种方法可视化体积数据,体素渲染就是其中之一。
编辑:您还应该注意,有时人们使用术语“体积渲染”来表示仅渲染一组离散体积元素(体素)的算法,因此实际上可以与体素渲染互换。但有时用它来指代 4(或更高)维数据的更一般的可视化(因为它例如来自医学或地理成像过程),这很少由传统的体素渲染(渲染小“盒子”)完成。
您不应该互换使用体积渲染和体素渲染,因为前者是一个更广泛和更普遍的主题。
They are not interchangeable, but neither completely different. As your question title says, voxel rendering is a form of volume rendering, as it renders a volume. You can visualize volumetric data with a variety of methods, voxel rendering being one.
EDIT: You should also beware that sometimes people use the term volume rendering for algorithms that just render a set of discrete volume elements (voxels) and therefore really interchangeably to voxel rendering. But sometimes use it to refer to the more general visualization of 4 (or higher) dimensional data (as it arises e.g. from medical or geographical imaging precesses), which is rarely done by traditional voxel rendering (rendering small "boxes").
You should not use volume rendering and voxel rendering interchangeably, as the former is a much broader and more general topic.
所有这些关于“体素渲染”的混乱可以追溯到 90 年代初和直升机飞行的 Commanche 系列 - 模拟游戏;这些声称使用“体素地形引擎”。对于熟悉计算机图形算法的人来说,“2.5D 高度场raycaster”本来是一个更准确/更具描述性的名称,但不知何故,“体素渲染”营销流行语已经固定下来,并与特定的地形渲染方法联系起来,就像与体积渲染一样,导致了混乱 自从。
All this confusion about "voxel rendering" goes back to the early 90s and the Commanche series of helicopter flight-simulation games; these claimed to use a "voxel terrain engine". To anyone familiar with computer graphics algorithms, "2.5D height field raycaster" would have been a far more accurate/descriptive designation, but somehow the "voxel rendering" marketing buzzword-speak has stuck and become associated with that particular terrain rendering method as much as with volume rendering, resulting in confusion ever since.