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dc.contributor.authorEngel, Klausen_US
dc.contributor.authorKraus, Martinen_US
dc.contributor.authorErtl, Thomasen_US
dc.contributor.editorKurt Akeley and Ulrich Neumannen_US
dc.date.accessioned2013-10-28T09:58:45Z
dc.date.available2013-10-28T09:58:45Z
dc.date.issued2001en_US
dc.identifier.isbn158113407Xen_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH01/009-017en_US
dc.description.abstractWe introduce a novel texture-based volume rendering approach that achieves the image quality of the best post-shading approaches with far less slices. It is suitable for new flexible consumer graphics hardware and provides high image quality even for low-resolution volume data and nonlinear transfer functions with high frequencies, without the performance overhead caused by rendering additional interpolated slices. This is especially useful for volumetric effects in computer games and professional scientific volume visualization, which heavily depend on memory bandwidth and rasterization power. We present an implementation of the algorithm on current programmable consumer graphics hardware using multi-textues with advanced texture fetch and pixel shading operations. We implemented direct volume rendering, volume shading, arbitrary number of isosurfaces, and mixed moder endering. The performance does neither depend on the number of isosurfaces nor the definition of the transfer functions, and is therefore suited for interactive highquality volume graphics.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.3 [Computer Graphics]en_US
dc.subjectPicture/Image Generationen_US
dc.subjectI.3.5 [Computer Graphics]en_US
dc.subjectComputational Geometryen_US
dc.titleHigh-Quality Pre-lntegrated Volume Renderingen_US
dc.description.seriesinformationEurographics/SIGGRAPH Graphics Hardware Workshop 2001en_US


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