Proceedings of the ACM SIGGRAPH/EUROGRAPHICS Workshop on Graphics Hardware 2001
DOI: 10.1145/383507.383517
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Fast volumetric deformation on general purpose hardware

Abstract: High performance deformation of volumetric objects is a common problem in computer graphics that has not yet been handled sufficiently. As a supplement to 3D texture based volume rendering, a novel approach is presented, which adaptively subdivides the volume into piecewise linear patches. An appropriate mathematical model based on trilinear interpolation and its approximations is proposed. New optimizations are introduced in this paper which are especially tailored to an efficient implementation using general… Show more

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Cited by 55 publications
(28 citation statements)
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“…Kurzion and Yagel [16] introduces methods to simulate deformation using ray distortion. Recently, this idea has been enhanced to the real-time volume animation system using GPU computation by Westermann and Rezk-Salama [17], [18]. Although this is not the main focus of this paper, we are also fully benefited by recent real-time volume graphics technologies to visualize the result [19].…”
Section: Articulated Human Body Deformation From Scansmentioning
confidence: 99%
“…Kurzion and Yagel [16] introduces methods to simulate deformation using ray distortion. Recently, this idea has been enhanced to the real-time volume animation system using GPU computation by Westermann and Rezk-Salama [17], [18]. Although this is not the main focus of this paper, we are also fully benefited by recent real-time volume graphics technologies to visualize the result [19].…”
Section: Articulated Human Body Deformation From Scansmentioning
confidence: 99%
“…A key element of their approach is to not deform the volume itself, but rather the mapping into the volume. Rezk-Salama et al [17] describe an approach for volume deformation that works by adaptively subdividing the volume into blocks which can be linearly deformed. They reached interactive rendering speeds for small datasets on then-available programmable graphics hardware.…”
Section: Related Workmentioning
confidence: 99%
“…As GPUs performance improves, recent volume rendering for the deformation has been performed on rendering stage rather than modeling stage [6][7][8]. To avoid dealing with complex meshes in proxy-based space warping, deformation can be defined as a point-wise warping of the volume.…”
Section: Original Articlementioning
confidence: 99%