dc.contributor.author | Engel, Klaus | en_US |
dc.contributor.author | Kraus, Martin | en_US |
dc.contributor.author | Ertl, Thomas | en_US |
dc.contributor.editor | Kurt Akeley and Ulrich Neumann | en_US |
dc.date.accessioned | 2013-10-28T09:58:45Z | |
dc.date.available | 2013-10-28T09:58:45Z | |
dc.date.issued | 2001 | en_US |
dc.identifier.isbn | 158113407X | en_US |
dc.identifier.issn | 1727-3471 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/EGGH/EGGH01/009-017 | en_US |
dc.description.abstract | We introduce a novel texture-based volume rendering approach that achieves the image quality of the best post-shading approaches with far less slices. It is suitable for new flexible consumer graphics hardware and provides high image quality even for low-resolution volume data and nonlinear transfer functions with high frequencies, without the performance overhead caused by rendering additional interpolated slices. This is especially useful for volumetric effects in computer games and professional scientific volume visualization, which heavily depend on memory bandwidth and rasterization power. We present an implementation of the algorithm on current programmable consumer graphics hardware using multi-textues with advanced texture fetch and pixel shading operations. We implemented direct volume rendering, volume shading, arbitrary number of isosurfaces, and mixed moder endering. The performance does neither depend on the number of isosurfaces nor the definition of the transfer functions, and is therefore suited for interactive highquality volume graphics. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.3 [Computer Graphics] | en_US |
dc.subject | Picture/Image Generation | en_US |
dc.subject | I.3.5 [Computer Graphics] | en_US |
dc.subject | Computational Geometry | en_US |
dc.title | High-Quality Pre-lntegrated Volume Rendering | en_US |
dc.description.seriesinformation | Eurographics/SIGGRAPH Graphics Hardware Workshop 2001 | en_US |