Squeeze: Numerical-Precision-Optimized Volume Rendering

dc.contributor.authorBitter, Ingmaren_US
dc.contributor.authorNeophytou, Neophytosen_US
dc.contributor.authorMueller, Klausen_US
dc.contributor.authorKaufman, Arie E.en_US
dc.contributor.editorTomas Akenine-Moeller and Michael McCoolen_US
dc.date.accessioned2013-10-28T10:02:15Z
dc.date.available2013-10-28T10:02:15Z
dc.date.issued2004en_US
dc.description.abstractThis paper discusses how to squeeze volume rendering into as few bits per operation as possible while still retaining excellent image quality. For each of the typical volume rendering pipeline stages in texture map volume rendering, ray casting and splatting we provide a quantitative analysis of the theoretical and practical limits for the required bit precision for computation and storage. Applying this analysis to any volume rendering implementation can balance the internal precisions based on the desired final output precision and can result in significant speedups and reduced memory footprint.en_US
dc.description.seriesinformationGraphics Hardwareen_US
dc.identifier.isbn3-905673-15-0en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttps://doi.org/10.2312/EGGH/EGGH04/025-034en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.3 [Computer Graphics]en_US
dc.subjectPicture/Image Generation E.2 [Data]en_US
dc.subjectData Storage Representationsen_US
dc.titleSqueeze: Numerical-Precision-Optimized Volume Renderingen_US
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