Show simple item record

dc.contributor.authorHernell, Fridaen_US
dc.contributor.authorLjung, Patricen_US
dc.contributor.authorYnnerman, Andersen_US
dc.contributor.editorHans-Christian Hege and David Laidlaw and Renato Pajarola and Oliver Staadten_US
dc.date.accessioned2014-01-29T17:14:35Z
dc.date.available2014-01-29T17:14:35Z
dc.date.issued2008en_US
dc.identifier.isbn978-3-905674-12-5en_US
dc.identifier.issn1727-8376en_US
dc.identifier.urihttp://dx.doi.org/10.2312/VG/VG-PBG08/105-112en_US
dc.description.abstractA 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.publisherThe Eurographics Associationen_US
dc.subjectCategories 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.titleInteractive Global Light Propagation in Direct Volume Rendering using Local Piecewise Integrationen_US
dc.description.seriesinformationIEEE/ EG Symposium on Volume and Point-Based Graphicsen_US


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record