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dc.contributor.authorKnittel, Gunteren_US
dc.contributor.editorA. Kaufmann and W. Strasser and S. Molnar and B.- O. Schneideren_US
dc.date.accessioned2014-02-06T15:04:35Z
dc.date.available2014-02-06T15:04:35Z
dc.date.issued1999en_US
dc.identifier.isbn1-58113-170-4en_US
dc.identifier.issn1727-3471en_US
dc.identifier.urihttp://dx.doi.org/10.2312/EGGH/EGGH99/025-034en_US
dc.description.abstractWe discuss hardware extensions to 3D-texturing units, which are very small but nevertheless remove some substantial performance limits typically found when using a 3D-texturing unit for volume rendering. The underlying algorithm uses only a slight modification of existing method, which limits negative impacts on application software. In particular, the method speeds up the compositing operation, improves texture cache eflciency and allows for early ray termination and empty space skipping. Early ray termination can not be used in the traditional approach. Simulations show that, depending on data set properties, the performance of readily available, low-cost PC graphics accelerators is already suflcient for real-time volume visualization. Thus, in terms ofperformance, the TRIANGLECASTER-extensions can make dedicated volume rendering accelerators unnecessary.en_US
dc.publisherThe Eurographics Associationen_US
dc.subject1.3.1 [Computer Graphics]en_US
dc.subjectHardware Architectureen_US
dc.subjectgraphics processorsen_US
dc.subject1.3.3 [Computer Graphics]en_US
dc.subjectPicture/Image Generationen_US
dc.subjectdisplay algorithmsen_US
dc.titleTRIANGLECASTER Extensions To 3BTexturing Units For Accelerated Volume Renderingen_US
dc.description.seriesinformationSIGGRAPH/Eurographics Workshop on Graphics Hardwareen_US


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