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Ray-slice-sweep volume rendering engine

Research output: Contribution to conferencePaperpeer-review

16 Scopus citations

Abstract

Ray-slice-sweeping is a plane sweep algorithm for volume rendering. The compositing buffer sweeps through the volume and combines the accumulated image with the new slice of just-projected voxels. The image combination is guided by sight rays from the view point through every voxel of the new slice. Cube-4L is a volume rendering architecture which employs a ray-slice-sweeping algorithm. It improves the Cube-4 architecture in three ways. First, during perspective projection all voxels of the dataset contribute to the rendering. Second, it computes gradients at the voxel positions which improves accuracy and allows a more compact implementation. Third, Cube-4L has less control overhead than Cube-4.

Original languageEnglish
Pages121-130
Number of pages10
StatePublished - 1997
EventProceedings of the 1997 SIGGRAPH/Eurographics Workshop on Graphics Hardware - Los Angeles, CA, USA
Duration: Aug 3 1997Aug 4 1997

Conference

ConferenceProceedings of the 1997 SIGGRAPH/Eurographics Workshop on Graphics Hardware
CityLos Angeles, CA, USA
Period08/3/9708/4/97

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