In recent years it has been shown that, above a certain complexity, points become the most efficient rendering primitives. Although the programmability of the lastest graphics har...
High quality rendering and physics-based modeling in volume graphics have been limited because intensity-based volumetric data do not represent surfaces well. High spatial frequen...
: In this paper, we apply Particle-based Volume Rendering (PBVR) technique using a current programmable GPU architecture. Recently, the increasing programmability of GPU offers an ...
Naohisa Sakamoto, Jorji Nonaka, Koji Koyamada, Sat...
A new and easy-to-implement method for direct volume rendering that uses 3D texture maps for acceleration, and incorporates directional lighting, is described. The implementation,...
Volume ray casting is based on sampling the data along sight rays. In this technique, reconstruction is achieved by a convolution, which collects the contribution of multiple voxe...