F. Dachille, K. Kreeger, Baoquan Chen, I. Bitter, A. Kaufman
{"title":"使用纹理映射硬件的高质量体渲染","authors":"F. Dachille, K. Kreeger, Baoquan Chen, I. Bitter, A. Kaufman","doi":"10.1145/285305.285315","DOIUrl":null,"url":null,"abstract":"Wt present a method Jor volume rendering of regular grids cclhic~h takes advantage of <?D texture mapping hardware currc,rhlly available on graphics workstations. Our method products accurate shadang for arbitrary and dynamically changing directionul lights, viewing parameters, and transfer funclior~. TIlis is achieved by hardware interpolating the data values and gradients before software classification and shadrng. The method works equally well for parallel and perspective projections. We present two approaches for OUT method: one which takes advantage of software ray casting optimitaIrons nnd another which takes advantage of hardware blending (Acceleration. CR Categories: 13.1 [Computer Graphics]: Hardware Architecture; 1.3.3 [Computer Graphics]: Picture/Image Generation; 1.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism-Color, shading, shadowing, and texture","PeriodicalId":298241,"journal":{"name":"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware","volume":"51 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1998-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"90","resultStr":"{\"title\":\"High-quality volume rendering using texture mapping hardware\",\"authors\":\"F. Dachille, K. Kreeger, Baoquan Chen, I. Bitter, A. Kaufman\",\"doi\":\"10.1145/285305.285315\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Wt present a method Jor volume rendering of regular grids cclhic~h takes advantage of <?D texture mapping hardware currc,rhlly available on graphics workstations. Our method products accurate shadang for arbitrary and dynamically changing directionul lights, viewing parameters, and transfer funclior~. TIlis is achieved by hardware interpolating the data values and gradients before software classification and shadrng. The method works equally well for parallel and perspective projections. We present two approaches for OUT method: one which takes advantage of software ray casting optimitaIrons nnd another which takes advantage of hardware blending (Acceleration. CR Categories: 13.1 [Computer Graphics]: Hardware Architecture; 1.3.3 [Computer Graphics]: Picture/Image Generation; 1.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism-Color, shading, shadowing, and texture\",\"PeriodicalId\":298241,\"journal\":{\"name\":\"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware\",\"volume\":\"51 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"1998-08-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"90\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/285305.285315\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/285305.285315","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}