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dc.contributor.authorRezk-Salama, C.en_US
dc.contributor.authorScheuering, M.en_US
dc.contributor.authorSoza, G.en_US
dc.contributor.authorGreiner, G.en_US
dc.contributor.editorKurt Akeley and Ulrich Neumannen_US
dc.date.accessioned2013-10-28T09:58:46Z
dc.date.available2013-10-28T09:58:46Z
dc.date.issued2001en_US
dc.identifier.isbn158113407Xen_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH01/017-024en_US
dc.description.abstractHigh 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.publisherThe Eurographics Associationen_US
dc.subjectvolume renderingen_US
dc.subjectdeformationen_US
dc.subjectilluminationen_US
dc.subject3D textureen_US
dc.subjectvertex programen_US
dc.subjectpixel shadersen_US
dc.titleFast Volumetric Deformation On General Purpose Hardwareen_US
dc.description.seriesinformationEurographics/SIGGRAPH Graphics Hardware Workshop 2001en_US


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