dc.contributor.author | Li, Wei | en_US |
dc.contributor.editor | Ruediger Westermann and Gordon Kindlmann | en_US |
dc.date.accessioned | 2014-01-29T18:00:15Z | |
dc.date.available | 2014-01-29T18:00:15Z | |
dc.date.issued | 2010 | en_US |
dc.identifier.isbn | 978-3-905674-23-1 | en_US |
dc.identifier.issn | 1727-8376 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/VG/VG10/005-012 | en_US |
dc.description.abstract | We present multi-layer volume ray casting that integrates various volume rendering enhancements into a unified framework, including empty-space skipping, volume clipping, embedding opaque and semi-transparent objects, volume editing through constructional solid geometry (CSG) operations, etc. The central idea is to consider all these objects as volume-of-interests(VOIs). Each VOI is assigned a priority number to determine how the overlapped regions are handled. All the information of the VOIs are encoded into a ray-layer buffer through depth peeling combined with layer simplification. Each pixel of a ray-layer buffer contains the information of a set of ray segments, including the starting locations and the material IDs. The multi-layer ray caster then renders (or skips) each ray segment with the proper viewing parameters depending on the material IDs. The ray-layer buffer is also used to estimate the gradients of surfaces between the layers to improve shading. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Multi-layer Volume Ray Casting on GPU | en_US |
dc.description.seriesinformation | IEEE/ EG Symposium on Volume Graphics | en_US |