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dc.contributor.authorLjung, Patricen_US
dc.contributor.editorRaghu Machiraju and Torsten Moelleren_US
dc.date.accessioned2014-01-29T17:49:58Z
dc.date.available2014-01-29T17:49:58Z
dc.date.issued2006en_US
dc.identifier.isbn3-905673-41-Xen_US
dc.identifier.issn1727-8376en_US
dc.identifier.urihttp://dx.doi.org/10.2312/VG/VG06/039-046en_US
dc.description.abstractThis paper presents a novel direct volume rendering technique for adaptive object- and image-space sampling density of multiresolution volumes. The raycasting is implemented entirely on the GPU in a single pass fragment program which adapts the sampling density along rays, guided by block resolutions. The multiresolution volumes are provided by a transfer function based level-of-detail scheme adaptively loading large out-of-core volumes. Adaptive image-space sampling is achieved by gathering projected basic volume block statistics for screen tiles and then allocating a level-of-detail for each tile. This combination of techniques provides a significant reduction of processing requirements while maintaining high quality rendering.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACMCCS): I.3.3 [Computer Graphics]: Viewing algorithms; I.4.10 [Image Processing and Computer Vision]: Volumetric;en_US
dc.titleAdaptive Sampling in Single Pass, GPU-based Raycasting of Multiresolution Volumesen_US
dc.description.seriesinformationVolume Graphicsen_US


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