Full metadata record
DC pole | Hodnota | Jazyk |
---|---|---|
dc.contributor.author | Raspe, Matthias | |
dc.contributor.author | Müller, Steffan | |
dc.contributor.editor | Cunningham, Steve | |
dc.contributor.editor | Skala, Václav | |
dc.date.accessioned | 2014-04-25T10:49:55Z | |
dc.date.available | 2014-04-25T10:49:55Z | |
dc.date.issued | 2008 | |
dc.identifier.citation | WSCG '2008: Communication Papers: The 16-th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision in co-operation with EUROGRAPHICS: University of West Bohemia, Plzen, Czech Republic, February 4 - 7, 2008, p. 277-283. | en |
dc.identifier.isbn | 978-80-86943-16-9 | |
dc.identifier.uri | http://wscg.zcu.cz/wscg2008/Papers_2008/short/!_WSCG2008_Short_final.zip | |
dc.identifier.uri | http://hdl.handle.net/11025/11133 | |
dc.description.abstract | In this paper we introduce a novel approach to control different rendering parameters of volume ray casting. Since the introduction of ray casting implementations on programmable graphics hardware, both performance and flexibility have increased and are able to outperform texture-based techniques. In addition, by using rays for computing the volume integral instead of proxy geometry one has more control over local settings. Therefore, we employ dependent texture lookups to user editable 2D textures, thus allowing for interactive parameter setting on a per-ray basis, at a negligible performance overhead on modern graphics hardware. By those means we are able to control the volume rendering in a way not possible with proxy-based direct volume rendering and demonstrate some exemplary uses. | en |
dc.format | 7 s. | cs |
dc.format.mimetype | application/pdf | |
dc.language.iso | en | en |
dc.publisher | Václav Skala - UNION Agency | cs |
dc.relation.ispartofseries | WSCG '2008: Communication Papers | en |
dc.rights | © Václav Skala - UNION Agency | cs |
dc.subject | vykreslování | cs |
dc.subject | odlévání paprsku | cs |
dc.subject | texturování | cs |
dc.subject | objem | cs |
dc.title | Controlling GPU-based Volume Rendering using Ray Textures | en |
dc.type | konferenční příspěvek | cs |
dc.type | conferenceObject | en |
dc.rights.access | openAccess | en |
dc.type.version | publishedVersion | en |
dc.subject.translated | rendering | en |
dc.subject.translated | ray casting | en |
dc.subject.translated | texturing | en |
dc.subject.translated | volume | en |
dc.type.status | Peer-reviewed | en |
dc.type.driver | info:eu-repo/semantics/conferenceObject | en |
dc.type.driver | info:eu-repo/semantics/publishedVersion | en |
Vyskytuje se v kolekcích: | WSCG '2008: Communication Papers |
Soubory připojené k záznamu:
Soubor | Popis | Velikost | Formát | |
---|---|---|---|---|
Raspe.pdf | Plný text | 1,43 MB | Adobe PDF | Zobrazit/otevřít |
Použijte tento identifikátor k citaci nebo jako odkaz na tento záznam:
http://hdl.handle.net/11025/11133
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