Interactive Global Light Propagation in Direct Volume Rendering using Local Piecewise Integration

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Date
2008
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
A novel technique for efficient computation of global light propagation in interactive DVR is presented in this paper. The approach is based on a combination of local shadows from the vicinity of each voxel with global shadows calculated at high resolution but stored in a sparser grid. The resulting intensities are then used as the initial illumination for an additional pass that computes first order scattering effects. The method captures global shadowing effects with enhanced shadows of near structures. A GPU framework is used to evaluate the illumination updates at interactive frame rates, using incremental refinements of the in-scattered light.
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@inproceedings{
10.2312:VG/VG-PBG08/105-112
, booktitle = {
IEEE/ EG Symposium on Volume and Point-Based Graphics
}, editor = {
Hans-Christian Hege and David Laidlaw and Renato Pajarola and Oliver Staadt
}, title = {{
Interactive Global Light Propagation in Direct Volume Rendering using Local Piecewise Integration
}}, author = {
Hernell, Frida
and
Ljung, Patric
and
Ynnerman, Anders
}, year = {
2008
}, publisher = {
The Eurographics Association
}, ISSN = {
1727-8376
}, ISBN = {
978-3-905674-12-5
}, DOI = {
10.2312/VG/VG-PBG08/105-112
} }
Citation