Show simple item record

dc.contributor.authorKaehler, Ralfen_US
dc.contributor.authorWise, Johnen_US
dc.contributor.authorAbel, Tomen_US
dc.contributor.authorHege, Hans-Christianen_US
dc.contributor.editorRaghu Machiraju and Torsten Moelleren_US
dc.date.accessioned2014-01-29T17:50:01Z
dc.date.available2014-01-29T17:50:01Z
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/VG06/103-110en_US
dc.description.abstractIn 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.publisherThe Eurographics Associationen_US
dc.subjectCategories 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 Raytracingen_US
dc.titleGPU-Assisted Raycasting for Cosmological Adaptive Mesh Refinement Simulationsen_US
dc.description.seriesinformationVolume Graphicsen_US


Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record