dc.contributor.author | Hernell, Frida | en_US |
dc.contributor.author | Ljung, Patric | en_US |
dc.contributor.author | Ynnerman, Anders | en_US |
dc.contributor.editor | Hans-Christian Hege and David Laidlaw and Renato Pajarola and Oliver Staadt | en_US |
dc.date.accessioned | 2014-01-29T17:14:35Z | |
dc.date.available | 2014-01-29T17:14:35Z | |
dc.date.issued | 2008 | en_US |
dc.identifier.isbn | 978-3-905674-12-5 | en_US |
dc.identifier.issn | 1727-8376 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/VG/VG-PBG08/105-112 | en_US |
dc.description.abstract | A novel technique for efficient computation of global light propagation in interactive DVR is presented in this paper. The approach is based on a combination of local shadows from the vicinity of each voxel with global shadows calculated at high resolution but stored in a sparser grid. The resulting intensities are then used as the initial illumination for an additional pass that computes first order scattering effects. The method captures global shadowing effects with enhanced shadows of near structures. A GPU framework is used to evaluate the illumination updates at interactive frame rates, using incremental refinements of the in-scattered light. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Color, shading, shadowing, and texture; I.4.10 [Image Processing and Computer Vision]: Volumetric; | en_US |
dc.title | Interactive Global Light Propagation in Direct Volume Rendering using Local Piecewise Integration | en_US |
dc.description.seriesinformation | IEEE/ EG Symposium on Volume and Point-Based Graphics | en_US |