Yuan et al., 2003 - Google Patents
Hybrid forward resampling and volume renderingYuan et al., 2003
View PDF- Document ID
- 5361187100928704980
- Author
- Yuan X
- Nguyen M
- Xu H
- Chen B
- Publication year
- Publication venue
- Proceedings of the 2003 Eurographics/IEEE TVCG Workshop on Volume graphics
External Links
Snippet
The transforming and rendering of discrete objects, such as traditional images (with or without depths) and volumes, can be considered as resampling problem--objects are reconstructed, transformed, filtered, and finally sampled on the screen grids. In resampling …
- 238000009877 rendering 0 title abstract description 31
Classifications
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/50—Lighting effects
- G06T15/503—Blending, e.g. for anti-aliasing
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/50—Lighting effects
- G06T15/60—Shadow generation
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/04—Texture mapping
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/10—Geometric effects
- G06T15/20—Perspective computation
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/50—Lighting effects
- G06T15/506—Illumination models
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/10—Geometric effects
- G06T15/40—Hidden part removal
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/50—Lighting effects
- G06T15/80—Shading
- G06T15/83—Phong shading
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/005—General purpose rendering architectures
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/08—Volume rendering
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/06—Ray-tracing
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T3/00—Geometric image transformation in the plane of the image, e.g. from bit-mapped to bit-mapped creating a different image
- G06T3/40—Scaling the whole image or part thereof
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T11/00—2D [Two Dimensional] image generation
- G06T11/40—Filling a planar surface by adding surface attributes, e.g. colour or texture
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2210/00—Indexing scheme for image generation or computer graphics
- G06T2210/08—Bandwidth reduction
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T1/00—General purpose image data processing
- G06T1/20—Processor architectures; Processor configuration, e.g. pipelining
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T17/00—Three dimensional [3D] modelling, e.g. data description of 3D objects
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2200/00—Indexing scheme for image data processing or generation, in general
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T5/00—Image enhancement or restoration, e.g. from bit-mapped to bit-mapped creating a similar image
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T13/00—Animation
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T9/00—Image coding, e.g. from bit-mapped to non bit-mapped
- G06T9/001—Model-based coding, e.g. wire frame
Similar Documents
| Publication | Publication Date | Title |
|---|---|---|
| Sigg et al. | GPU-based ray-casting of quadratic surfaces. | |
| Ren et al. | Object space EWA surface splatting: A hardware accelerated approach to high quality point rendering | |
| Kaufman et al. | Overview of volume rendering. | |
| Zwicker et al. | EWA splatting | |
| Zwicker et al. | Ewa volume splatting | |
| US7215340B2 (en) | Object space EWA splatting of point-based 3D models | |
| US6744435B2 (en) | Rendering discrete sample points projected to a screen space with a continuous resampling filter | |
| Lacroute et al. | Fast volume rendering using a shear-warp factorization of the viewing transformation | |
| US7154500B2 (en) | Block-based fragment filtration with feasible multi-GPU acceleration for real-time volume rendering on conventional personal computer | |
| US7649533B2 (en) | Sliding texture volume rendering | |
| Chen et al. | Hardware-accelerated adaptive EWA volume splatting | |
| Meißner et al. | Interactive lighting models and pre-integration for volume rendering on PC graphics accelerators | |
| Jeschke et al. | Interactive smooth and curved shell mapping | |
| Sakas | Interactive volume rendering of large fields | |
| Meißner et al. | Volume Visualization and Volume Rendering Techniques. | |
| Zhang et al. | Shadows and soft shadows with participating media using splatting | |
| WO2005104042A1 (en) | Block-based fragment filtration with feasible multi-gpu acceleration for real-time volume rendering on standard pc | |
| Zhang et al. | Volumetric shadows using splatting | |
| Guennebaud et al. | Splat/Mesh Blending, Perspective Rasterization and Transparency for Point-Based Rendering. | |
| Chen et al. | Footprint area sampled texturing | |
| Yuan et al. | Hybrid forward resampling and volume rendering | |
| Pfister | Hardware-Accelerated Volume Rendering. | |
| Swan II | Object-order rendering of discrete objects | |
| Jabłoński | Real-time voxel rendering algorithm based on screen space billboard voxel buffer with sparse lookup textures | |
| Ivanov et al. | Spatial Patches‐A Primitive for 3D Model Representation |