dc.contributor.author | Rezk-Salama, C. | en_US |
dc.contributor.author | Scheuering, M. | en_US |
dc.contributor.author | Soza, G. | en_US |
dc.contributor.author | Greiner, G. | en_US |
dc.contributor.editor | Kurt Akeley and Ulrich Neumann | en_US |
dc.date.accessioned | 2013-10-28T09:58:46Z | |
dc.date.available | 2013-10-28T09:58:46Z | |
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/EGGH01/017-024 | en_US |
dc.description.abstract | High performance deformation of volumetric objects is a common problem in computer graphics that has not yet been handled sufficiently. As a supplement to 3D texture based volume rendering, a novel approach is presented, which adaptively subdivides the volume into piecewise linear patches. An appropriate mathematical model based on trilinear interpolation and its approximations is proposed. New optimizations are introduced in this paper which are especially tailored to an efficient implementation using general purpose rasterization hardware, including new technologies, such as vertex programs and pixel shaders. Additionally, a high performance model for local illumination calculation is introduced, which meets the aesthetic requirements of visual arts and entertainment. The results demonstrate the significant performance benefit and allow for time-critical applications, such as computer assisted surgery. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | volume rendering | en_US |
dc.subject | deformation | en_US |
dc.subject | illumination | en_US |
dc.subject | 3D texture | en_US |
dc.subject | vertex program | en_US |
dc.subject | pixel shaders | en_US |
dc.title | Fast Volumetric Deformation On General Purpose Hardware | en_US |
dc.description.seriesinformation | Eurographics/SIGGRAPH Graphics Hardware Workshop 2001 | en_US |