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High-quality pre-integrated volume rendering using hardware-accelerated pixel shading
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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
Los Angeles, California, United States
Pages: 9 - 16  
Year of Publication: 2001
ISBN:1-58113-407-X
Authors
Klaus Engel  Visualization and Interactive Systems Group, University of Stuttgart, Abteilung für Visualisierung und Interaktive Systeme, Breitwiesenstr. 20-22, 70565 Stuttgart, Germany
Martin Kraus  Visualization and Interactive Systems Group, University of Stuttgart, Abteilung für Visualisierung und Interaktive Systeme, Breitwiesenstr. 20-22, 70565 Stuttgart, Germany
Thomas Ertl  Visualization and Interactive Systems Group, University of Stuttgart, Abteilung für Visualisierung und Interaktive Systeme, Breitwiesenstr. 20-22, 70565 Stuttgart, Germany
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 23,   Downloads (12 Months): 177,   Citation Count: 70
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ABSTRACT

We introduce a novel texture-based volume rendering approach that achieves the image quality of the best post-shading approaches with far less slices. It is suitable for new flexible consumer graphics hardware and provides high image quality even for low-resolution volume data and non-linear transfer functions with high frequencies, without the performance overhead caused by rendering additional interpolated slices. This is especially useful for volumetric effects in computer games and professional scientific volume visualization, which heavily depend on memory bandwidth and rasterization power.

We present an implementation of the algorithm on current programmable consumer graphics hardware using multi-textures with advanced texture fetch and pixel shading operations. We implemented direct volume rendering, volume shading, arbitrary number of isosurfaces, and mixed mode rendering. The performance does neither depend on the number of isosurfaces nor the definition of the transfer functions, and is therefore suited for interactive high-quality volume graphics.


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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NVIDIA Corporation. NVIDIA OpenGL specifications. http://www.nvidia.com/Developer.
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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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CITED BY  70

Collaborative Colleagues:
Klaus Engel: colleagues
Martin Kraus: colleagues
Thomas Ertl: colleagues