Title: Controlling GPU-based Volume Rendering using Ray Textures
Authors: Raspe, Matthias
Müller, Steffan
Citation: WSCG '2008: Communication Papers: The 16-th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision in co-operation with EUROGRAPHICS: University of West Bohemia, Plzen, Czech Republic, February 4 - 7, 2008, p. 277-283.
Issue Date: 2008
Publisher: Václav Skala - UNION Agency
Document type: konferenční příspěvek
URI: http://wscg.zcu.cz/wscg2008/Papers_2008/short/!_WSCG2008_Short_final.zip
ISBN: 978-80-86943-16-9
Keywords: vykreslování;odlévání paprsku;texturování;objem
Keywords in different language: rendering;ray casting;texturing;volume
Abstract: In this paper we introduce a novel approach to control different rendering parameters of volume ray casting. Since the introduction of ray casting implementations on programmable graphics hardware, both performance and flexibility have increased and are able to outperform texture-based techniques. In addition, by using rays for computing the volume integral instead of proxy geometry one has more control over local settings. Therefore, we employ dependent texture lookups to user editable 2D textures, thus allowing for interactive parameter setting on a per-ray basis, at a negligible performance overhead on modern graphics hardware. By those means we are able to control the volume rendering in a way not possible with proxy-based direct volume rendering and demonstrate some exemplary uses.
Rights: © Václav Skala - UNION Agency
Appears in Collections:WSCG '2008: Communication Papers

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Please use this identifier to cite or link to this item: http://hdl.handle.net/11025/11133

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