2003
DOI: 10.1109/tvcg.2003.1196003
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A model for volume lighting and modeling

Abstract: Direct volume rendering is a commonly used technique in visualization applications. Many of these applications require sophisticated shading models to capture subtle lighting effects and characteristics of volumetric data and materials. For many volumes, homogeneous regions pose problems for typical gradient-based surface shading. Many common objects and natural phenomena exhibit visual quality that cannot be captured using simple lighting models or cannot be solved at interactive rates using more sophisticate… Show more

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Cited by 133 publications
(109 citation statements)
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“…However, our algorithms do not need such a preprocessing step. There are other simplified lighting models for participating media and volumes [13,14,18,26]. For all these methods, only forward scattering is considered and lighting values are propagated from slice to slice.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…However, our algorithms do not need such a preprocessing step. There are other simplified lighting models for participating media and volumes [13,14,18,26]. For all these methods, only forward scattering is considered and lighting values are propagated from slice to slice.…”
Section: Discussionmentioning
confidence: 99%
“…Harris and Lastra [13] have used a similar approach to render clouds. Kniss et al [18] have introduced a volume lighting model for GPU-accelerated volume rendering with forward scattering using a single pass algorithm based on half angle slicing. Riley et al [26] have extended this method to render atmospheric phenomena.…”
Section: Introductionmentioning
confidence: 99%
“…Our method is inspired from this two-step scheme. (Kniss et al, 2003) present a technique to illuminate volumetric data based on half angle slicing (Wilson et al, 1994), handling both a direct and an approximated indirect lighting, but only for a single light source situated outside the medium. (Magnor et al, 2005) introduce a method to visualize reflection nebulae in interactive time.…”
Section: Previous Workmentioning
confidence: 99%
“…While preprocessing can, in principle, be combined with any volume rendering algorithm, another widely used strategy directly exploits the benefits of the slice-based volume rendering paradigm [4]. In contrast to ray-casting approaches, slicebased rendering inherently synchronizes the ray front and thus reduces the complexity of the illumination computation when focusing on directional effects [12,13,34,40]. While all methods belonging to the two mentioned groups support advanced illumination at interactive frame rates, they also incorporate the drawbacks of the respective group.…”
Section: Introductionmentioning
confidence: 99%