Fast GPU-based Visibility Computation for Natural Illumination of Volume Data Sets
dc.contributor.author | Ritschel, Tobias | en_US |
dc.contributor.editor | Paolo Cignoni and Jiri Sochor | en_US |
dc.date.accessioned | 2015-07-14T12:23:05Z | |
dc.date.available | 2015-07-14T12:23:05Z | |
dc.date.issued | 2007 | en_US |
dc.description.abstract | Pre-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.sectionheaders | SP2 - Session 2 | en_US |
dc.description.seriesinformation | EG Short Papers | en_US |
dc.identifier.doi | 10.2312/egs.20071033 | en_US |
dc.identifier.pages | 57-60 | en_US |
dc.identifier.uri | https://doi.org/10.2312/egs.20071033 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Fast GPU-based Visibility Computation for Natural Illumination of Volume Data Sets | en_US |