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Interactive volume on standard PC graphics hardware using multi-textures and multi-stage rasterization
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Source SIGGRAPH/EUROGRAPHICS Conference On Graphics Hardware archive
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware table of contents
Interlaken, Switzerland
Pages: 109 - 118  
Year of Publication: 2000
ISBN:1-58113-257-3
Authors
C. Rezk-Salama  Computer Graphics Group, University of Erlangen, Germany
K. Engel  Visualization and Interactiv e Systems Group, University of Stuttgart, Germany
M. Bauer  Computer Graphics Group, University of Erlangen, Germany
G. Greiner  Computer Graphics Group, University of Erlangen, Germany
T. Ertl  Visualization and Interactiv e Systems Group, University of Stuttgart, Germany
Sponsors
Eurographics :
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 6,   Downloads (12 Months): 46,   Citation Count: 61
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ABSTRACT

Interactive direct volume rendering has yet been restricted to high-end graphics workstations and special-purpose hardware, due to the large amount of trilinear interpolations, that are necessary to obtain high image quality. Implementations that use the 2D-texture capabilities of standard PC hardware, usually render object-aligned slices in order to substitute trilinear by bilinear interpolation. However the resulting images often contain visual artifacts caused by the lack of spatial interpolation. In this paper we propose new rendering techniques that significantly improve both performance and image quality of the 2D-texture based approach. We will show how in ulti-texturing capabilitiesof modern consumer PC graphboards are exploited to enable in teractive high quality volume visualization on low-cost hardware. Furthermore we demonstrate how multi-stage rasterization hardware can be used to efficiently render shaded isosurfaces and to compute diffuse illumination for semi-transparent volume rendering at interactive frame rates.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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G. Eckel. OpenGL Volumizer Programmer's Guide. SGI Developer Bookshelf, 1998.
 
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P. Lacroute and M. Levoy. Fast Volume Rendering Using a Shear-Warp Factorization of the Viewing Transform. Comp. Graphics, 28(4), 1994.
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K. Mueller, N. Shareef, J. Huang, and Craws. R. IBR- Assisted Volume Rendering. In Visualization 1999 Late Breaking Hot Topics, 1999.
 
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J. Spitzer. GeForce 256 and RIVA TNT Combiners. http://www.nvidia.com/Developer.
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CITED BY  61

Collaborative Colleagues:
C. Rezk-Salama: colleagues
K. Engel: colleagues
M. Bauer: colleagues
G. Greiner: colleagues
T. Ertl: colleagues