Sampling and Anti-Aliasing of Discrete 3-D Volume Density Textures

dc.contributor.authorSakas, Georgiosen_US
dc.contributor.authorGerth, Matthiasen_US
dc.date.accessioned2015-10-05T07:56:47Z
dc.date.available2015-10-05T07:56:47Z
dc.date.issued1991en_US
dc.description.abstractIn recent years, a number of techniques have been developed for rendering volume effects (haze, fog, smoke, clouds, etc.) in order to enhance reality in computer-generated imagery as well as to improve the performance of flying, ship, and driving optical simulators. For modeling such effects, volume 'density' objects are used, which are defined by their density distribution in 3-D space. For such a description a three-dimensional voxel field (solid texture) is usually used. Since we deal with 3-D textures, the methods used for sampling 2-D pixel fields cannot always be employed. In this paper, we propose two variants of a new technique for sampling and anti-aliasing 3-D density voxel fields. First, we point out the problems which occur when such 3-D textures are sampled, especially when the point sampling Monte-Carlo method is used. 'Distance sampling' and 'pyramidal-volume sampling' are then introduced. The first ,technique samples the texture along a straight line defined by the eye position and the pixel midpoint, whereas the pyramidalvolume technique approximately samples the volume of the pyramid defined by the eye and the four pixel comers. In comparison to other existing methods, both methods greatly reduce aliasing and calculation time. Especially the second one provides a constant-time filtering, whereby minimizing the number of texture evaluations. In the last paper section we demonstrate the applicability of the proposed methods for animation as well as for visualization purposes.en_US
dc.description.seriesinformationEG 1991-Technical Papersen_US
dc.identifier.doi10.2312/egtp.19911006en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttps://doi.org/10.2312/egtp.19911006en_US
dc.publisherEurographics Associationen_US
dc.titleSampling and Anti-Aliasing of Discrete 3-D Volume Density Texturesen_US
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