Simulated fluorescence process algorithm: Difference between revisions
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The '''Simulated Fluorescence Process''' (SFP) is a computing algorithm used for [[scientific visualization]] of 3D data from, for example, [[fluorescence microscope]]s. By modeling a physical light/matter interaction process, an image |
The '''Simulated Fluorescence Process''' (SFP) is a computing [[algorithm]] used for [[scientific visualization]] of [[3D scanning|3D data]] from, for example, [[fluorescence microscope]]s. By [[Computer simulation|modeling]] a physical light/matter interaction process, an image can be computed which shows the data as it would have appeared in reality when viewed under these conditions. |
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==Principle== |
==Principle== |
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The algorithm considers a virtual light source producing excitation light that illuminates the object. This casts shadows either on parts of the object itself or on other objects below it. The interaction between the excitation light and the object provokes the emission light, which also interacts with the object before it finally reaches the eye of the viewer. |
The algorithm considers a virtual light source producing excitation light that illuminates the object. This casts shadows either on parts of the object itself or on other objects below it. The interaction between the excitation light and the object provokes the emission light, which also interacts with the object before it finally reaches the eye of the viewer. |
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== See Also == |
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* [[Computer graphics lighting]] |
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* [[Rendering (computer graphics)]] |
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==References== |
==References== |
Revision as of 21:43, 21 June 2021
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The Simulated Fluorescence Process (SFP) is a computing algorithm used for scientific visualization of 3D data from, for example, fluorescence microscopes. By modeling a physical light/matter interaction process, an image can be computed which shows the data as it would have appeared in reality when viewed under these conditions.
Principle
The algorithm considers a virtual light source producing excitation light that illuminates the object. This casts shadows either on parts of the object itself or on other objects below it. The interaction between the excitation light and the object provokes the emission light, which also interacts with the object before it finally reaches the eye of the viewer.
See Also
References
H. T. M. van der Voort, G. J. Brakenhoff and M. W. Baarslag. "Three-dimensional visualization methods for confocal microscopy", Journal of Microscopy, Vol. 153, Pt 2, February 1989, pp. 123–132.
Noordmans, Herke Jan, Hans TM van der Voort, and Arnold WM Smeulders. "Spectral volume rendering." IEEE transactions on visualization and computer graphics 6.3 (2000): 196–207.
External links