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dc.contributor.authorUsher, Willen_US
dc.contributor.authorAmstutz, Jeffersonen_US
dc.contributor.authorBrownlee, Carsonen_US
dc.contributor.authorKnoll, Aaronen_US
dc.contributor.authorWald, Ingoen_US
dc.contributor.editorAlexandru Telea and Janine Bennetten_US
dc.date.accessioned2017-06-12T05:12:20Z
dc.date.available2017-06-12T05:12:20Z
dc.date.issued2017
dc.identifier.isbn978-3-03868-034-5
dc.identifier.issn1727-348X
dc.identifier.urihttp://dx.doi.org/10.2312/pgv.20171090
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/pgv20171090
dc.description.abstractWe present a new method for progressive volume rendering by accumulating object-space samples over successively rendered frames. Existing methods for progressive refinement either use image space methods or average pixels over frames, which can blur features or integrate incorrectly with respect to depth. Our approach stores samples along each ray, accumulates new samples each frame into a buffer, and progressively interleaves and integrates these samples. Though this process requires additional memory, it ensures interactivity and is well suited for CPU architectures with large memory and cache. This approach also extends well to distributed rendering in cluster environments. We implement this technique in Intel's open source OSPRay CPU ray tracing framework and demonstrate that it is particularly useful for rendering volumetric data with costly sampling functions.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.3 [Computer Graphics]
dc.subjectPicture/Image Generation
dc.subjectDisplay algorithms
dc.titleProgressive CPU Volume Rendering with Sample Accumulationen_US
dc.description.seriesinformationEurographics Symposium on Parallel Graphics and Visualization
dc.description.sectionheadersPerformance Modeling and Optimization
dc.identifier.doi10.2312/pgv.20171090
dc.identifier.pages21-30


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