A Multidirectional Occlusion Shading Model for Direct Volume Rendering

dc.contributor.authoroltészová, Veronikaen_US
dc.contributor.authorPatel, Danielen_US
dc.contributor.authorBruckner, Stefanen_US
dc.contributor.authorViola, Ivanen_US
dc.contributor.editorG. Melancon, T. Munzner, and D. Weiskopfen_US
dc.date.accessioned2014-02-21T20:05:53Z
dc.date.available2014-02-21T20:05:53Z
dc.date.issued2010en_US
dc.description.abstractIn this paper, we present a novel technique which simulates directional light scattering for more realistic interactive visualization of volume data. Our method extends the recent directional occlusion shading model by enabling light source positioning with practically no performance penalty. Light transport is approximated using a tilted cone-shaped function which leaves elliptic footprints in the opacity buffer during slice-based volume rendering. We perform an incremental blurring operation on the opacity buffer for each slice in front-to-back order. This buffer is then used to define the degree of occlusion for the subsequent slice. Our method is capable of generating high-quality soft shadowing effects, allows interactive modification of all illumination and rendering parameters, and requires no pre-computation.en_US
dc.description.number3en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume29en_US
dc.identifier.doi10.1111/j.1467-8659.2009.01695.xen_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttps://doi.org/10.1111/j.1467-8659.2009.01695.xen_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.titleA Multidirectional Occlusion Shading Model for Direct Volume Renderingen_US
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