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DC poleHodnotaJazyk
dc.contributor.authorJózsa, Peter
dc.contributor.authorTóth, Márton József
dc.contributor.authorCsébfalvi, Balázs
dc.contributor.editorSkala, Václav
dc.date.accessioned2015-02-02T07:12:55Z
dc.date.available2015-02-02T07:12:55Z
dc.date.issued2014
dc.identifier.citationWSCG 2014: Full Papers Proceedings: 22nd International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision in co-operation with EUROGRAPHICS Association, p. 47-56.en
dc.identifier.isbn978-80-86943-74-9
dc.identifier.urihttp://wscg.zcu.cz/WSCG2013/!_2013-WSCG-Full-proceedings.pdf
dc.identifier.urihttp://hdl.handle.net/11025/11913
dc.description.abstractIt is well known that isosurfaces implicitly represented by volumetric data can be analytically rendered if a trilinear interpolation is assumed to be applied for the continuous reconstruction. However, to the best of our knowledge, it has not been investigated yet how this approach can be efficiently implemented on current GPUs and how much the analytic intersection point calculations slow down the rendering process compared to the traditional discrete approximation. In this paper, we propose a GPU friendly first-hit ray-casting algorithm that (1) minimizes the number of texture fetches, (2) significantly simplifies the arithmetic operations, and (3) avoids error accumulation during the ray traversal. We show that our analytic isosurface rendering optimized for the GPU is even faster than an equidistant discrete sampling, if the sampling frequency is set such that a comparable image quality is obtained. This is true even if the empty blocks of voxels are not processed along the rays. Therefore, the analytic approach can completely replace the traditional first-hit ray-casting implementations. Additionally, we show that the core of our algorithm can also be used for analytic Maximum Intensity Projection (MIP).en
dc.format10 s.cs
dc.format.mimetypeapplication/pdf
dc.language.isoenen
dc.publisherVáclav Skala - UNION Agencycs
dc.relation.ispartofseriesWSCG 2014: Full Papers Proceedingsen
dc.rights© Václav Skala - UNION Agencyen
dc.subjectsledování paprskucs
dc.subjectprojekce maximální intenzitycs
dc.subjectrekonstrukční filtrovánícs
dc.subjectzrychlování GPUcs
dc.subjectvykreslovánícs
dc.subjectizoplochycs
dc.titleAnalytic Isosurface Rendering and Maximum Intensity Projection on the GPUen
dc.typekonferenční příspěvekcs
dc.typeconferenceObjecten
dc.rights.accessopenAccessen
dc.type.versionpublishedVersionen
dc.subject.translatedray tracingen
dc.subject.translatedmaximum insity projectionen
dc.subject.translatedreconstruction filteringen
dc.subject.translatedGPU acceleratingen
dc.subject.translatedrenderingen
dc.subject.translatedizosurfacesen
dc.type.statusPeer-revieweden
Vyskytuje se v kolekcích:WSCG 2014: Full Papers Proceedings

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