A Ray-Slice-Sweep Volume Rendering Engine
Abstract
Ray-slice-sweeping is a plane sweep algorithm for volume rendering, The compositing buffer sweeps through the volume and combines the accumulated image with the new slice of just-projected voxels. The image combination is guided by sight rays from the view point through every voxel of the new slice. Cube-4L is a volume rendering architecture which employs a ray-slice-sweeping algorithm. It improves the Cube-4 architecture in three ways. First, during perspective projection all voxels of the dataset contribute to the rendering. Second, it computes gradients at the voxel positions which improves accuracy and allows a more compact implementation, Third, Cube-AL has less control overhead than Cube-4.
BibTeX
@inproceedings {10.2312:EGGH:EGGH97:121-129,
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {A. Kaufmann and W. Strasser and S. Molnar and B.-O. Schneider},
title = {{A Ray-Slice-Sweep Volume Rendering Engine}},
author = {Bitter, Ingmar and Kaufman, Arie},
year = {1997},
publisher = {The Eurographics Association},
ISSN = {1727-3471},
ISBN = {0-89791-961-0},
DOI = {10.2312/EGGH/EGGH97/121-129}
}
booktitle = {SIGGRAPH/Eurographics Workshop on Graphics Hardware},
editor = {A. Kaufmann and W. Strasser and S. Molnar and B.-O. Schneider},
title = {{A Ray-Slice-Sweep Volume Rendering Engine}},
author = {Bitter, Ingmar and Kaufman, Arie},
year = {1997},
publisher = {The Eurographics Association},
ISSN = {1727-3471},
ISBN = {0-89791-961-0},
DOI = {10.2312/EGGH/EGGH97/121-129}
}