Multi-layer Volume Ray Casting on GPU

dc.contributor.authorLi, Weien_US
dc.contributor.editorRuediger Westermann and Gordon Kindlmannen_US
dc.date.accessioned2014-01-29T18:00:15Z
dc.date.available2014-01-29T18:00:15Z
dc.date.issued2010en_US
dc.description.abstractWe present multi-layer volume ray casting that integrates various volume rendering enhancements into a unified framework, including empty-space skipping, volume clipping, embedding opaque and semi-transparent objects, volume editing through constructional solid geometry (CSG) operations, etc. The central idea is to consider all these objects as volume-of-interests(VOIs). Each VOI is assigned a priority number to determine how the overlapped regions are handled. All the information of the VOIs are encoded into a ray-layer buffer through depth peeling combined with layer simplification. Each pixel of a ray-layer buffer contains the information of a set of ray segments, including the starting locations and the material IDs. The multi-layer ray caster then renders (or skips) each ray segment with the proper viewing parameters depending on the material IDs. The ray-layer buffer is also used to estimate the gradients of surfaces between the layers to improve shading.en_US
dc.description.seriesinformationIEEE/ EG Symposium on Volume Graphicsen_US
dc.identifier.isbn978-3-905674-23-1en_US
dc.identifier.issn1727-8376en_US
dc.identifier.urihttps://doi.org/10.2312/VG/VG10/005-012en_US
dc.publisherThe Eurographics Associationen_US
dc.titleMulti-layer Volume Ray Casting on GPUen_US
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