A Ray-Slice-Sweep Volume Rendering Engine
dc.contributor.author | Bitter, Ingmar | en_US |
dc.contributor.author | Kaufman, Arie | en_US |
dc.contributor.editor | A. Kaufmann and W. Strasser and S. Molnar and B.-O. Schneider | en_US |
dc.date.accessioned | 2014-02-06T14:57:02Z | |
dc.date.available | 2014-02-06T14:57:02Z | |
dc.date.issued | 1997 | en_US |
dc.description.abstract | Ray-slice-sweeping is a plane sweep algorithm for volume rendering, The compositing buffer sweeps through the volume and combines the accumulated image with the new slice of just-projected voxels. The image combination is guided by sight rays from the view point through every voxel of the new slice. Cube-4L is a volume rendering architecture which employs a ray-slice-sweeping algorithm. It improves the Cube-4 architecture in three ways. First, during perspective projection all voxels of the dataset contribute to the rendering. Second, it computes gradients at the voxel positions which improves accuracy and allows a more compact implementation, Third, Cube-AL has less control overhead than Cube-4. | en_US |
dc.description.seriesinformation | SIGGRAPH/Eurographics Workshop on Graphics Hardware | en_US |
dc.identifier.isbn | 0-89791-961-0 | en_US |
dc.identifier.issn | 1727-3471 | en_US |
dc.identifier.uri | https://doi.org/10.2312/EGGH/EGGH97/121-129 | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | A Ray-Slice-Sweep Volume Rendering Engine | en_US |
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