Publication: Extinction-based shading and illumination in GPU volume ray-casting
Extinction-based shading and illumination in GPU volume ray-casting
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Schlegel, P., Makhinya, M., & Pajarola, R. (2011). Extinction-based shading and illumination in GPU volume ray-casting. IEEE Transactions on Visualization and Computer Graphics, 17(12), 1795–1802. https://doi.org/10.1109/TVCG.2011.198
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Direct volume rendering has become a popular method for visualizing volumetric datasets. Even though computers are continually getting faster, it remains a challenge to incorporate sophisticated illumination models into direct volume rendering while maintaining interactive frame rates. In this paper, we present a novel approach for advanced illumination in direct volume rendering based on GPU ray-casting. Our approach features directional soft shadows taking scattering into account, ambient occlusion and color bleeding effects while a
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Schlegel, P., Makhinya, M., & Pajarola, R. (2011). Extinction-based shading and illumination in GPU volume ray-casting. IEEE Transactions on Visualization and Computer Graphics, 17(12), 1795–1802. https://doi.org/10.1109/TVCG.2011.198