2007
DOI: 10.1109/tvcg.2007.70534
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A Flexible Multi-Volume Shader Framework for Arbitrarily Intersecting Multi-Resolution Datasets

Abstract: We present a powerful framework for 3D-texture-based rendering of multiple arbitrarily intersecting volumetric datasets. Each volume is represented by a multi-resolution octree-based structure and we use out-of-core techniques to support extremely large volumes. Users define a set of convex polyhedral volume lenses, which may be associated with one or more volumetric datasets. The volumes or the lenses can be interactively moved around while the region inside each lens is rendered using interactively defined m… Show more

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Cited by 38 publications
(21 citation statements)
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“…Viewing rays are segmented into mono-and multi-volume clusters to improve cache performance. Other CPU side data structures have also been proposed, including pre-sorted texture slices [100], octree representations [79,90] as well as BSP [66,79].…”
Section: Geometry Based Approaches To Multi-volume Fusionmentioning
confidence: 99%
See 1 more Smart Citation
“…Viewing rays are segmented into mono-and multi-volume clusters to improve cache performance. Other CPU side data structures have also been proposed, including pre-sorted texture slices [100], octree representations [79,90] as well as BSP [66,79].…”
Section: Geometry Based Approaches To Multi-volume Fusionmentioning
confidence: 99%
“…Depth peeling is commonly applied either directly to the volume bounding boxes [8,101] or on specialized focus lenses over underlying octrees [90].…”
Section: Depth Peeling and The Transition To The Gpumentioning
confidence: 99%
“…Several aspects for 3D visualization of seismic volumes have been investigated in earlier works. Plate et al [26,25] and Castanie et al [7] discuss handling multiple large seismic volumes in the rendering pipeline. Ropinski et al [29] discuss volume rendering of seismic data in VR with volumetric cutouts.…”
Section: Related Workmentioning
confidence: 99%
“…However, these systems only focus on the shader development and do not provide the visual programming paradigm on all abstraction levels. Plate et al introduced a framework for rendering arbitrarily intersecting volumes with the support of volume lenses (Plate et al, 2007). Each configuration is tiled into convex regions, which are rendered separately using a slicing algorithm.…”
Section: Related Workmentioning
confidence: 99%