dc.contributor.author | Dachille, Frank | en_US |
dc.contributor.author | Kreeger, Kevin | en_US |
dc.contributor.author | Chen, Baoquan | en_US |
dc.contributor.author | Bitter, Ingmar | en_US |
dc.contributor.author | Kaufman, Arie | en_US |
dc.contributor.editor | S. N. Spencer | en_US |
dc.date.accessioned | 2014-02-06T15:01:27Z | |
dc.date.available | 2014-02-06T15:01:27Z | |
dc.date.issued | 1998 | en_US |
dc.identifier.isbn | 0-89791-097-X | en_US |
dc.identifier.issn | 1727-3471 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/EGGH/EGGH98/069-076 | en_US |
dc.description.abstract | We 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.publisher | The Eurographics Association | en_US |
dc.subject | 13.1 [Computer Graphics] | en_US |
dc.subject | Hardware Architecture | en_US |
dc.subject | 1.3.3 [Computer Graphics] | en_US |
dc.subject | Picture/Image Generation | en_US |
dc.subject | 1.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Color | en_US |
dc.subject | shading | en_US |
dc.subject | shadowing | en_US |
dc.subject | and texture | en_US |
dc.title | High-Quality Volume Rendering Using Texture Mapping Hardware | en_US |
dc.description.seriesinformation | SIGGRAPH/Eurographics Workshop on Graphics Hardware | en_US |