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dc.contributor.authorBitter, Ingmaren_US
dc.contributor.authorKaufman, Arieen_US
dc.contributor.editorA. Kaufmann and W. Strasser and S. Molnar and B.-O. Schneideren_US
dc.date.accessioned2014-02-06T14:57:02Z
dc.date.available2014-02-06T14:57:02Z
dc.date.issued1997en_US
dc.identifier.isbn0-89791-961-0en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH97/121-129en_US
dc.description.abstractRay-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.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleA Ray-Slice-Sweep Volume Rendering Engineen_US
dc.description.seriesinformationSIGGRAPH/Eurographics Workshop on Graphics Hardwareen_US


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