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Gpu-based monte-carlo volume raycasting
| Content Provider | CiteSeerX |
|---|---|
| Author | Salama, Christof Rezk |
| Description | This paper presents a practical, high-quality, hardware-accelerated volume rendering approach including scatter-ing, environment mapping, and ambient occlusion. We ex-amine the application of stochastic raytracing techniques for volume rendering and provide a fast GPU-based pro-totype implementation. In addition, we propose a simple phenomenological scattering model, closely related to the Phong illumination model that many artists are familiar with. We demonstrate our technique being capable of pro-ducing convincing images, yet flexible enough for digital productions in practice. 1 In Proc. of Pacific Graphics |
| File Format | |
| Language | English |
| Access Restriction | Open |
| Content Type | Text |
| Resource Type | Article |