Interactive Global Light Propagation in Direct Volume Rendering using Local Piecewise Integration
2008 (English)In: Volume and Point-Based Graphics 2008, Eurographics / IEEE VGTC Symposium Proceedings Seventh International Symposium on Volume Graphics, Eurographics Association , 2008, 105-112 p.Conference paper (Refereed)
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.
Place, publisher, year, edition, pages
Eurographics Association , 2008. 105-112 p.
Engineering and Technology
IdentifiersURN: urn:nbn:se:liu:diva-43971DOI: 10.2312/VG/VG-PBG08/105-112Local ID: 75259OAI: oai:DiVA.org:liu-43971DiVA: diva2:264832
Volume and Point-Based Graphics 2008, Eurographics / IEEE VGTC Symposium Proceedings Seventh International Symposium on Volume Graphics Fifth Symposium on Point-Based Graphics, Los Angeles, California, USA August 10 – 11