dc.contributor.author | Kaehler, Ralf | en_US |
dc.contributor.author | Wise, John | en_US |
dc.contributor.author | Abel, Tom | en_US |
dc.contributor.author | Hege, Hans-Christian | en_US |
dc.contributor.editor | Raghu Machiraju and Torsten Moeller | en_US |
dc.date.accessioned | 2014-01-29T17:50:01Z | |
dc.date.available | 2014-01-29T17:50:01Z | |
dc.date.issued | 2006 | en_US |
dc.identifier.isbn | 3-905673-41-X | en_US |
dc.identifier.issn | 1727-8376 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/VG/VG06/103-110 | en_US |
dc.description.abstract | In the recent years the advent of powerful graphics hardware with flexible, programmable fragment shaders enabled interactive raycasting implementations which perform the ray-integration on a per-pixel basis. Unlike slicebased volume rendering these approaches do not suffer from rendering artifacts caused by varying sample distances along different ray-directions or limited frame-buffer precision. They further allow a direct realization of sophisticated optical models. In this paper we investigate the applicability of GPU-assisted raycasting to block-structured, locally refined grids. We present an interactive algorithm for artifact-free, high-quality rendering of data defined on this type of grid structure and apply it to render data of time-dependent, three-dimensional galaxy and star formation simulations. We use a physically motivated emission-absorption model to map the computed temperature and density fields to color and opacity. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image Generation Vieweing Algorithms I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism Raytracing | en_US |
dc.title | GPU-Assisted Raycasting for Cosmological Adaptive Mesh Refinement Simulations | en_US |
dc.description.seriesinformation | Volume Graphics | en_US |