Figure 7.5 Volume rendering of human skull with
Figure 7.6 Rendering of a tube and a deformed sphere, both described using NURBS. Image produced using Amapi 3D (http://www.eovia.com) You can use some of the items in this list to guide you in your choice of an internal data VOXELS OR model: SKIN DESCRIPTION? Object geometry is static or only varies simply (such as scaling along an access): Skin Objects need to be decomposed using Boolean operations: Voxels Objects need to have internal material attributes: Voxels Internal attributes are uniform or irrelevant: Skin 7.1.3 Implementing in Java 3D The Java 3D and OpenGL APIs are both focused around rendering skin-based models. The geometric primitives available for rendering points, lines, and triangles are all most suited to rendering surface geometry. Some OpenGL demos, however, implement volume rendering converting, at runtime, an internal volume-based representation to a surface-based representation for rendering. Doug Gehringer, an engineer at Sun, has written a Java 3D volume rendering demo that is available at http://www.j3d.org. Volume rendering (on Solaris, only) can also be approximated in Java 3D using the Solaris Texture3D support. Texture3D rendering allows a three-dimensional raster to be mapped onto three-dimensional geometry for rendering. I have also successfully approximated volume rendering using Java 3D for meteorological visualization by rendering points and providing interactive controls to dynamically apply a rendering threshold to the points. 103
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