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    Interactive Global Light Propagation in Direct Volume Rendering using Local Piecewise Integration

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    105-112.pdf (378.8Kb)
    Date
    2008
    Author
    Hernell, Frida
    Ljung, Patric ORCID
    Ynnerman, Anders ORCID
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    Abstract
    A novel technique for efficient computation of global light propagation in interactive DVR is presented in this paper. The approach is based on a combination of local shadows from the vicinity of each voxel with global shadows calculated at high resolution but stored in a sparser grid. The resulting intensities are then used as the initial illumination for an additional pass that computes first order scattering effects. The method captures global shadowing effects with enhanced shadows of near structures. A GPU framework is used to evaluate the illumination updates at interactive frame rates, using incremental refinements of the in-scattered light.
    BibTeX
    @inproceedings {10.2312:VG:VG-PBG08:105-112,
    booktitle = {IEEE/ EG Symposium on Volume and Point-Based Graphics},
    editor = {Hans-Christian Hege and David Laidlaw and Renato Pajarola and Oliver Staadt},
    title = {{Interactive Global Light Propagation in Direct Volume Rendering using Local Piecewise Integration}},
    author = {Hernell, Frida and Ljung, Patric and Ynnerman, Anders},
    year = {2008},
    publisher = {The Eurographics Association},
    ISSN = {1727-8376},
    ISBN = {978-3-905674-12-5},
    DOI = {10.2312/VG/VG-PBG08/105-112}
    }
    URI
    http://dx.doi.org/10.2312/VG/VG-PBG08/105-112
    Collections
    • VG-PBG08: Eurographics/IEEE VGTC on Volume and Point-Based Graphics
    • VG-PBG08: Eurographics/IEEE VGTC on Volume and Point-Based Graphics

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    Eurographics Association copyright © 2013 - 2023 
    Send Feedback | Contact - Imprint | Data Privacy Policy | Disable Google Analytics
    Theme by @mire NV
    System hosted at  Graz University of Technology.
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