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FAST VOLUME RENDERING USING A SHEAR-WARP FACTORIZATION OF THE VIEWING TRANSFORMATION

by Philippe G. Lacroute , 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 ..."
Abstract - Cited by 542 (2 self) - Add to MetaCart
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

by Ingo Wald, Philipp Slusallek, Carsten Benthin, Markus Wagner - 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 - Cited by 254 (56 self) - Add to MetaCart
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

by Ned Greene, Michael Kass, Gavin Miller - 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 ..."
Abstract - Cited by 276 (1 self) - Add to MetaCart
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

by Alan K. Mackworth , 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 - Cited by 265 (5 self) - Add to MetaCart
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

by Manfred Weiler, Martin Kraus, Markus Merz, Thomas Ertl - 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 ..."
Abstract - Cited by 79 (5 self) - Add to MetaCart
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

by Kevin Kreeger, Ingmar Bitter, Frank Dachille, Baoquan Chen, Arie Kaufman - 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 ..."
Abstract - Cited by 15 (7 self) - Add to MetaCart
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

by Christian Ledergerber, Gaël Guennebaud, Miriah Meyer, Moritz Bächer, Hanspeter Pfister - 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 ..."
Abstract - Cited by 18 (1 self) - Add to MetaCart
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

by V Cerveny , 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 ..."
Abstract - Cited by 131 (4 self) - Add to MetaCart
. 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

by Brian Smits - 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 ..."
Abstract - Cited by 50 (1 self) - Add to MetaCart
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

by A. J. Chung, A.J. Field , 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 ..."
Abstract - Add to MetaCart
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
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