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dc.contributor.authorMcDonnell, Kevin T.en_US
dc.contributor.authorNeophytou, Neophytosen_US
dc.contributor.authorMueller, Klausen_US
dc.contributor.authorQin, Hongen_US
dc.contributor.editorK. Museth and T. Moeller and A. Ynnermanen_US
dc.date.accessioned2014-01-31T07:11:02Z
dc.date.available2014-01-31T07:11:02Z
dc.date.issued2007en_US
dc.identifier.isbn978-3-905673-45-6en_US
dc.identifier.issn1727-5296en_US
dc.identifier.urihttp://dx.doi.org/10.2312/VisSym/EuroVis07/139-146en_US
dc.description.abstractVolumetric Subdivision (VS) is a powerful paradigm that enables volumetric sculpting and realistic volume deformations that give rise to the concept of "virtual clay". In VS, volumes are commonly represented as a space-filling set of deformed polyhedra, which can be further decomposed into a mesh of tetrahedra for rendering. Images can then be generated via tetrahedral projection or raycasting. A current shortcoming in VS-based operations is the need for a very high level of subdivision to represent fine detail in the mesh and to obtain a high-fidelity visualization. However, we have discovered that the subdivision process itself can be closely simulated with radial basis functions (RBFs), making it possible to replace the finer subdivision levels by a coarser aggregation of RBF kernels. This reduction to a simplified assembly of RBFs subsequently enables interactive rendering of volumetric subdivision shapes within a GPU-based volume splatting framework.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.3 [Computing Methodologies]: Computer GraphicsPicture/ Image Generation;I.3.7 [Computing Methodologies]: Computer GraphicsThree-Dimensional Graphics and Realism ;I.4.10 [Computing Methodologies]: Image ProcessingVolumetric Image Representationen_US
dc.titleSubdivision Volume Splattingen_US
dc.description.seriesinformationEurographics/ IEEE-VGTC Symposium on Visualizationen_US


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