2010
DOI: 10.1007/s11390-010-9375-4
|View full text |Cite
|
Sign up to set email alerts
|

Level-of-Detail Rendering of Large-Scale Irregular Volume Datasets Using Particles

Abstract: This paper describes a level-of-detail rendering technique for large-scale irregular volume datasets. It is well known that the memory bandwidth consumed by visibility sorting becomes the limiting factor when carrying out volume rendering of such datasets. To develop a sorting-free volume rendering technique, we previously proposed a particle-based technique that generates opaque and emissive particles using a density function constant within an irregular volume cell and projects the particles onto an image pl… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1

Citation Types

0
3
0

Year Published

2012
2012
2014
2014

Publication Types

Select...
5
1

Relationship

2
4

Authors

Journals

citations
Cited by 16 publications
(3 citation statements)
references
References 13 publications
0
3
0
Order By: Relevance
“…Object-space particle-based rendering technique is a rendering technique based opaque particles in the object space. The original version is proposed by Koyamada et al [1] [10] [11] [12]. In this technique, a set of opaque particles is generated from a given 3D scalar field based on a user-specified transfer function.…”
Section: Object-space Particle-based Rendering (O-pbr)mentioning
confidence: 99%
“…Object-space particle-based rendering technique is a rendering technique based opaque particles in the object space. The original version is proposed by Koyamada et al [1] [10] [11] [12]. In this technique, a set of opaque particles is generated from a given 3D scalar field based on a user-specified transfer function.…”
Section: Object-space Particle-based Rendering (O-pbr)mentioning
confidence: 99%
“…In this technique, the required frame buffer size becomes large depending on the sub-pixel level when performing sub-pixel processing. To solve this problem, the ensemble average process was developed Kawamura et al 2010). Repetition processing required for the ensemble averaging can reduce the memory cost but requires more rendering time than sub-pixel processing.…”
Section: Related Workmentioning
confidence: 99%
“…Metropolis sampling for PBVR (Kawamura et al 2010) first calculates the particle density values at each cell vertex and then interpolates for arbitrary positions in the volume cell. The density values are smoothed even if they change drastically in the volume cell, which results in a lowquality image.…”
Section: Layered Samplingmentioning
confidence: 99%