| Accelerating volume rendering with texture hulls |
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Symposium on Volume Visualization
archive
Proceedings of the 2002 IEEE symposium on Volume visualization and graphics
table of contents
Boston, Massachusetts
SESSION: Volume rendering
table of contents
Pages: 115 - 122
Year of Publication: 2002
ISBN:0-7803-7641-2
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Authors
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Wei Li
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State University of New York at Stony Brook, Stony Brook, NY
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Arie Kaufman
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State University of New York at Stony Brook, Stony Brook, NY
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IEEE Press
Piscataway, NJ, USA
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| Bibliometrics |
Downloads (6 Weeks): 1, Downloads (12 Months): 17, Citation Count: 3
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ABSTRACT
Texture-mapping hardware has been successfully exploited for volume rendering. In this paper, we propose algorithms for texture-based volume rendering accelerated by texture hulls that avoid the transferring and compositing of empty voxels. We have developed methods that efficiently find all the bounding rectangles of the non-empty regions as well as the bounding contours that more accurately describe the borders of the non-empty regions. The bounding shapes are treated as the hulls of the non-empty sub-textures. Texels outside the hulls are skipped for storing and rendering. With our accelerations, the rendering speed is 2 to 12 times faster for a variety of data sets.
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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Boada, I., Navazo, I., and Scopigno, R. 2001. Multiresolution Volume Visualization with a Texture-Based Octree. The Visual Computer 17, 3, 185-197.
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INDEX TERMS
Primary Classification:
I.
Computing Methodologies
I.4
IMAGE PROCESSING AND COMPUTER VISION
I.4.10
Image Representation
Subjects:
Volumetric
Additional Classification:
I.
Computing Methodologies
I.3
COMPUTER GRAPHICS
I.3.5
Computational Geometry and Object Modeling
Subjects:
Curve, surface, solid, and object representations
I.3.7
Three-Dimensional Graphics and Realism
Subjects:
Color, shading, shadowing, and texture;
Visible line/surface algorithms
General Terms:
Algorithms,
Documentation,
Theory
Keywords:
2D texture-based volume rendering,
bounding shapes,
contour simplification,
empty space skipping,
graphics hardware,
texture hulls
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