2010
DOI: 10.1016/j.cag.2009.12.001
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Improvement of particle-based volume rendering for visualizing irregular volume data sets

Abstract: We present a technique for previewing large-scale irregular volume datasets using an improved particle-based volume rendering (PBVR) technique. Volume rendering of irregular grid volume data is considerably more complicated than that of regular grid data, since the sampling and compositing processes, which must be done in visibility order, are not straightforward. In our original PBVR, rendering involves generating and projecting sub-pixel-size, opaque, and emissive particles without visibility ordering. To ma… Show more

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Cited by 48 publications
(18 citation statements)
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“…We expect to deploy and further test our framework in this context. Future works also include extensions to integrate point based volume rendering [11], [12], pursuing the initial work performed with FlowVR [17]. Data sampling could be perfomed on the server side and the effective point based rendering on the client side.…”
Section: Discussionmentioning
confidence: 98%
See 1 more Smart Citation
“…We expect to deploy and further test our framework in this context. Future works also include extensions to integrate point based volume rendering [11], [12], pursuing the initial work performed with FlowVR [17]. Data sampling could be perfomed on the server side and the effective point based rendering on the client side.…”
Section: Discussionmentioning
confidence: 98%
“…This is very common for terrain rendering (mesh resolution is often also adapted according to the distance with the view point) [9], but has also been used for scientific visualization [10]. Sakamoto et al [11], [12] propose to combine progressive rendering and point based rendering for volume rendering. The data set is resampled at a given rate, enabling to control the image quality.…”
Section: Related Workmentioning
confidence: 99%
“…Since Reeves (1983) presented particle systems for the volume rendering of fuzzy objects without smooth, well-defined and shiny surfaces, it has been widely used for the simulation of fluid, such as water, fire and smoke (Horvath and Geiger, 2009;Pfaff et al, 2010;Sakamoto et al, 2010;Yu and Turk, 2013). Voxels in particle systems are supposed to emit, absorb and scatter light.…”
Section: Related Workmentioning
confidence: 99%
“…In object-ordered rendering techniques, sometimes particles can also be generated explicitly [4]. At an optical model level, it is basically the same as the continuous integration form.…”
Section: Conventional Volume Renderingmentioning
confidence: 99%