2008
DOI: 10.1111/j.1467-8659.2008.01130.x
|View full text |Cite
|
Sign up to set email alerts
|

Hardware‐Accelerated, High‐Quality Rendering Based on Trivariate Splines Approximating Volume Data

Abstract: We develop an approach for hardware-accelerated, high-quality rendering of volume data using trivariate splines. The proposed quasi-interpolating schemes are realtime reconstructions. The low total degrees provide several advantages for our GPU implementation. In particular, intersecting rays with spline isosurfaces for direct Phong illumination is performed by simple root finding algorithms (analytic and iterative), while the necessary normals result from blossoming. Since visualizations are on a fragment bas… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
1
1
1

Citation Types

0
14
0

Year Published

2008
2008
2013
2013

Publication Types

Select...
4
2
1

Relationship

3
4

Authors

Journals

citations
Cited by 10 publications
(14 citation statements)
references
References 17 publications
0
14
0
Order By: Relevance
“…While [Loop and Blinn 2006] use the BB-form of the polynomial pieces, [Kalbe and Zeilfelder 2008] extend this approach to the visualization of trivariate splines, first taking their complex structure into account.…”
Section: Visualization Of Higher Order Primitivesmentioning
confidence: 99%
“…While [Loop and Blinn 2006] use the BB-form of the polynomial pieces, [Kalbe and Zeilfelder 2008] extend this approach to the visualization of trivariate splines, first taking their complex structure into account.…”
Section: Visualization Of Higher Order Primitivesmentioning
confidence: 99%
“…Then, we introduce the new spline in Section 3, i.e., describe the underlying tetrahedral partition and give formulas defining the coefficients of the polynomial pieces. In Section 4 we briefly describe the visualization algorithm which is adapted from our earlier work 5,6 to the new partition. Finally, we compare the visual quality obtained from our method with standard trilinear interpolation as well as cubic C 1 splines on type-6 tetrahedral partitions, and analyze its performance.…”
Section: Introductionmentioning
confidence: 99%
“…Cubic C 1 splines on tetrahedral partitions have been proposed by Sorokina and Zeilfelder, 4 and a GPU visualization algorithm for isosurface ray casting based on cubic C 1 and quadratic super splines has been given. 5,6 Both splines are defined on the so-called type-6 tetrahedral partition where each data cube is split into 24 congruent tetrahedra. Another closely related approach is given by Kloetzli et al,7 where cubic C 0 splines are constructed on arbitrary tetrahedral partitions by a Moving Least Squares approximation of the volume data.…”
Section: Introductionmentioning
confidence: 99%
“…When represents a uniform scalar grid, efficient and interactive methods exist to directly visualize isosurfaces, including a GPU approach to visualize trivariate splines with respect to tetrahedral partitions that transform each patch to its Bernstein-Bézier form [20]. Earlier, a direct rendering paradigm of trivariate B-spline functions for large data sets with interactive rates was presented in the work in [38], where the rendering is conducted from a fixed viewpoint in two phases suitable for sculpting operations.…”
Section: Classical Problem Statementmentioning
confidence: 99%
“…If there is such a piece of the isosurface silhouette, then u is computed so that VðuÞ lies on the isosurface silhouette and u is added to S S S . As discussed in Section 3, an isosurface that intersects the frustum (type 3) must have an isosurface silhouette in the frustum, i.e., it must satisfy (20). Given ðP i;';k ðuÞ; i;';k ðuÞÞ with sign changes both in the coefficients defining i;';k ðuÞ and defining i;';k ðuÞ, a patch Q i;';k ðuÞ is constructed, where Note that this additional solution step to find points on an isosurface silhouette within a ray frustum is executed only at isosurface silhouettes, when there are sign changes in the coefficients defining i;';k ðuÞ and i;';k ðuÞ.…”
Section: Ray Frustum/isosurface Silhouette Intersectionmentioning
confidence: 99%