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dc.contributor.authorDachille, Franken_US
dc.contributor.authorKreeger, Kevinen_US
dc.contributor.authorChen, Baoquanen_US
dc.contributor.authorBitter, Ingmaren_US
dc.contributor.authorKaufman, Arieen_US
dc.contributor.editorS. N. Spenceren_US
dc.date.accessioned2014-02-06T15:01:27Z
dc.date.available2014-02-06T15:01:27Z
dc.date.issued1998en_US
dc.identifier.isbn0-89791-097-Xen_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH98/069-076en_US
dc.description.abstractWe present a method Jor volume rendering of regular grids which takes advantage of 3D texture mapping hardware currently, available on graphics workstations. Our method products accurate shading for arbitrary and dynamically changing directional lights, viewing parameters, and transfer functions. This is achieved by hardware interpolating the data values and gradients before software classification and shading. The method works equally well for parallel and perspective projections. We present two approaches for OUT method: one which takes advantage of software ray casting optimizations and another which takes advantage of hardware blending acceleration.en_US
dc.publisherThe Eurographics Associationen_US
dc.subject13.1 [Computer Graphics]en_US
dc.subjectHardware Architectureen_US
dc.subject1.3.3 [Computer Graphics]en_US
dc.subjectPicture/Image Generationen_US
dc.subject1.3.7 [Computer Graphics]en_US
dc.subjectThree Dimensional Graphics and Realismen_US
dc.subjectColoren_US
dc.subjectshadingen_US
dc.subjectshadowingen_US
dc.subjectand textureen_US
dc.titleHigh-Quality Volume Rendering Using Texture Mapping Hardwareen_US
dc.description.seriesinformationSIGGRAPH/Eurographics Workshop on Graphics Hardwareen_US


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