A Ray-Slice-Sweep Volume Rendering Engine
Ingmar Bitter, Arie Kaufman
Graphics Hardware, 1997, pp. 121--129.
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-AL has less control overhead than Cube-4.
Article URL: http://diglib.eg.org/EG/DL/WS/EGGH/EGGH97/121-129.pdf
BibTeX format:
@inproceedings{Bitter:1997:ARV,
  author = {Ingmar Bitter and Arie Kaufman},
  title = {A Ray-Slice-Sweep Volume Rendering Engine},
  booktitle = {Graphics Hardware},
  pages = {121--129},
  year = {1997},
}
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