Fast GPU-based Visibility Computation for Natural Illumination of Volume Data Sets

dc.contributor.authorRitschel, Tobiasen_US
dc.contributor.editorPaolo Cignoni and Jiri Sochoren_US
dc.date.accessioned2015-07-14T12:23:05Z
dc.date.available2015-07-14T12:23:05Z
dc.date.issued2007en_US
dc.description.abstractPre-computed radiance transfer (PRT) has been used to render volumetric data under distant low-frequency illumination at real-time rates, including natural illumination, soft shadows, attenuation from semi-transparent occluders and multiple scattering. PRT requires a lengthy pre-process, which is acceptable only for static volume data. However, in practical volume rendering, general transfer functions are used. Manipulating such a transfer function will result in a dynamic radiance transfer which has to be re-computed. This work proposes a fast way for this re-computation. While previous work has used CPU Monte Carlo ray-tracing for pre-computation and requires time in the order of many minutes, our GPU implementation uses a hierarchical visibility approximation implemented entirely on the GPU and requires only a few seconds for typical scenes.en_US
dc.description.sectionheadersSP2 - Session 2en_US
dc.description.seriesinformationEG Short Papersen_US
dc.identifier.doi10.2312/egs.20071033en_US
dc.identifier.pages57-60en_US
dc.identifier.urihttps://doi.org/10.2312/egs.20071033en_US
dc.publisherThe Eurographics Associationen_US
dc.titleFast GPU-based Visibility Computation for Natural Illumination of Volume Data Setsen_US
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