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821
FAST VOLUME RENDERING USING A SHEAR-WARP FACTORIZATION OF THE VIEWING TRANSFORMATION
, 1995
"... Volume rendering is a technique for visualizing 3D arrays of sampled data. It has applications in areas such as medical imaging and scientific visualization, but its use has been limited by its high computational expense. Early implementations of volume rendering used brute-force techniques that req ..."
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Cited by 542 (2 self)
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family of volume rendering algorithms that reduces rendering times to one second. First we present a scanline-order volume rendering algorithm that exploits coherence in both the volume data and the image. We show that scanline-order algorithms are fundamentally more efficient than commonly-used ray
Interactive Rendering with Coherent Ray Tracing
- Computer Graphics Forum
, 2001
"... For almost two decades researchers have argued that ray tracing will eventually become faster than the rasterization technique that completely dominates todays graphics hardware. However, this has not happened yet. Ray tracing is still exclusively being used for off-line rendering of photorealistic ..."
Abstract
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Cited by 254 (56 self)
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images and it is commonly believed that ray tracing is simply too costly to ever challenge rasterization-based algorithms for interactive use. However, there is hardly any scientific analysis that supports either point of view. In particular there is no evidence of where the crossover point might be
Hierarchical Z-buffer visibility
- In Computer Graphics (SIGGRAPH ’93 Proceedings
, 1993
"... An ideal visibility algorithm should a) quickly reject most of the hidden geometry in a model and b) exploit the spatial and perhaps temporal coherence of the images being generated. Ray casting with spatial subdivision does well on criterion (a), but poorly on criterion (b). Traditional Z-buffer sc ..."
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Cited by 276 (1 self)
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An ideal visibility algorithm should a) quickly reject most of the hidden geometry in a model and b) exploit the spatial and perhaps temporal coherence of the images being generated. Ray casting with spatial subdivision does well on criterion (a), but poorly on criterion (b). Traditional Z
The logic of constraint satisfaction
, 1992
"... The constraint satisfaction problem (CSP) formalization has been a productive tool within Artificial Intelligence and related areas. The finite CSP (FCSP) framework is presented here as a restricted logical calculus within a space of logical representation and reasoning systems. FCSP is formulated i ..."
Abstract
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Cited by 265 (5 self)
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and propositional model finding (and hence SAT, again). Several standard, and some not-so-standard, logical methods can therefore be used to solve these problems. By doing this we obtain a specification of the semantics of the common approaches. This synthetic treatment also allows algorithms and results from
Hardware-Based Ray Casting for Tetrahedral Meshes
- In Proc. IEEE Visualization ’03
, 2003
"... Figure 1: All images show tetrahedral meshes consisting of 125K to 190K cells rendered with our hardware-based ray casting algorithm. The algorithm exploits the programmable fragment unit of the ATI Radeon 9700 graphics chip and runs at several frames per second in a 512 × 512 viewport. The left ima ..."
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Cited by 79 (5 self)
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Figure 1: All images show tetrahedral meshes consisting of 125K to 190K cells rendered with our hardware-based ray casting algorithm. The algorithm exploits the programmable fragment unit of the ATI Radeon 9700 graphics chip and runs at several frames per second in a 512 × 512 viewport. The left
Adaptive perspective ray casting
- In IEEE Symposium on Volume Visualization
, 1998
"... We present a method to accurately and eciently perform per-spective volumetric ray casting of uniform regular datasets, called Exponential-Region (ER) Perspective. Unlike previous methods which undersample, oversample, or approximate the data, our method near uniformly samples the data through-out t ..."
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Cited by 15 (7 self)
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We present a method to accurately and eciently perform per-spective volumetric ray casting of uniform regular datasets, called Exponential-Region (ER) Perspective. Unlike previous methods which undersample, oversample, or approximate the data, our method near uniformly samples the data through
Volume MLS ray casting
- IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
, 2008
"... The method of Moving Least Squares (MLS) is a popular framework for reconstructing continuous functions from scattered data due to its rich mathematical properties and well-understood theoretical foundations. This paper applies MLS to volume rendering, providing a unified mathematical framework fo ..."
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Cited by 18 (1 self)
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for ray casting of scalar data stored over regular as well as irregular grids. We use the MLS reconstruction to render smooth isosurfaces and to compute accurate derivatives for high-quality shading effects. We also present a novel, adaptive preintegration scheme to improve the efficiency of the ray
Seismic Ray Theory
, 2001
"... Introduction T he propagation of seismic body waves in complex, laterally varying 3-D layered structures is a complicated process. Analytical solutions of the elastodynamic equations for such types of media are not known. The most common approaches to the investigation of seismic wavefields in such ..."
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Cited by 131 (4 self)
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. The kinematic part of the ray method, however, may also be attacked by some simpler approaches, for example, by variational principles (Fermat principle I N T R O D U C T I O N possible to develop the whole kinematic part of the seismic ray method using the well-known Snell's law. Such approaches have
Efficiency Issues for Ray Tracing
- Journal of Graphic Tools
, 1998
"... Ray casting is the bottleneck of many rendering algorithms. Although much work has been done on making ray casting more efficient, most published work is high level. This paper discusses efficiency at a slightly lower level, presenting optimizations for bounding volume hierarchies that many people u ..."
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Cited by 50 (1 self)
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Ray casting is the bottleneck of many rendering algorithms. Although much work has been done on making ray casting more efficient, most published work is high level. This paper discusses efficiency at a slightly lower level, presenting optimizations for bounding volume hierarchies that many people
Ray Space for Hierarchical Ray Casting
, 1999
"... An algorithm is proposed for accelerating intersection testing of a large collection of rays with a large scene database. The strategy utilizes bounding hierarchies over both the cast rays as well as the scene database. The ray hierarchy construction is based on line space concepts. Ecient hierar ..."
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An algorithm is proposed for accelerating intersection testing of a large collection of rays with a large scene database. The strategy utilizes bounding hierarchies over both the cast rays as well as the scene database. The ray hierarchy construction is based on line space concepts. Ecient
Results 1 - 10
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821