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 language | English |
|---|---|
| Pages | 121-130 |
| Number of pages | 10 |
| State | Published - 1997 |
| Event | Proceedings of the 1997 SIGGRAPH/Eurographics Workshop on Graphics Hardware - Los Angeles, CA, USA Duration: Aug 3 1997 → Aug 4 1997 |
Conference
| Conference | Proceedings of the 1997 SIGGRAPH/Eurographics Workshop on Graphics Hardware |
|---|---|
| City | Los Angeles, CA, USA |
| Period | 08/3/97 → 08/4/97 |
Fingerprint
Dive into the research topics of 'Ray-slice-sweep volume rendering engine'. Together they form a unique fingerprint.Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver