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dc.contributor.authorRezk-Salama, C.en_US
dc.contributor.authorEngel, K.en_US
dc.contributor.authorBauer, M.en_US
dc.contributor.authorGreiner, G.en_US
dc.contributor.authorErtl, T.en_US
dc.contributor.editorI. Buck and G. Humphreys and P. Hanrahanen_US
dc.date.accessioned2013-10-28T09:57:05Z
dc.date.available2013-10-28T09:57:05Z
dc.date.issued2000en_US
dc.identifier.isbn1-58113-257-3en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH00/109-118en_US
dc.description.abstractInteractive direct volume rendering has yet been restricted to high-end graphics workstations and special-purpose hardware, due to the large amount of trilinear interpolations, that are necessary to obtain high image quality. Implementations that use the 2D-texture capabilities of standard PC hardware, usually render object-aligned slices in order to substitute trilinear by bilinear interpolation. However the resulting images often contain visual artifacts caused by the lack of spatial in terpolation.In this paper we propose new rendering techniques that significantly improve both performance and image quality of the 2D-texture based approach. We will show how multi-texturing capabilities of modern consumer PC graphbicosards are exploited to enable in teractive high quality volume visualization on low-cost hardware. Furthermore we demonstrate how multi-stage rasterization hardware can be used to eÆciently render shaded isosurfaces and to compute diffuse illumination for semi-transparent volume rendering at interactive frame rates.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleInteractive Volume Rendering on Standard PC Graphics Hardware Using Multi-Textures and Multi-Stage Rasterizationen_US
dc.description.seriesinformationSIGGRAPH/Eurographics Workshop on Graphics Hardwareen_US


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