Show simple item record

dc.contributor.authorSteinberger, Markusen_US
dc.contributor.authorGrabner, Markusen_US
dc.contributor.editorRuediger Westermann and Gordon Kindlmannen_US
dc.date.accessioned2014-01-29T18:00:16Z
dc.date.available2014-01-29T18:00:16Z
dc.date.issued2010en_US
dc.identifier.isbn978-3-905674-23-1en_US
dc.identifier.issn1727-8376en_US
dc.identifier.urihttp://dx.doi.org/10.2312/VG/VG10/013-020en_US
dc.description.abstractWe present an interactive rendering method for isosurfaces in a voxel grid. The underlying trivariate function is represented as a spline wavelet hierarchy, which allows for adaptive (view-dependent) selection of the desired level-of-detail by superimposing appropriately weighted basis functions. Different root finding techniques are compared with respect to their precision and efficiency. Both wavelet reconstruction and root finding are implemented in CUDA to utilize the high computational performance of Nvidia's hardware and to obtain high quality results. We tested our methods with datasets of up to 5123 voxels and demonstrate interactive frame rates for a viewport size of up to 1024x768 pixels.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism-Visible line/surface algorithmsen_US
dc.titleWavelet-based Multiresolution Isosurface Renderingen_US
dc.description.seriesinformationIEEE/ EG Symposium on Volume Graphicsen_US


Files in this item

Thumbnail
Thumbnail
Thumbnail

This item appears in the following Collection(s)

Show simple item record