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  1. IEEE Symposium on Volume Visualization, VV.
  2. 2000 IEEE Symposium on Volume Visualization (VV 2000)
  3. A Practical Evaluation of Popular Volume Rendering Algorithms
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2000 IEEE Symposium on Volume Visualization (VV 2000)
Level-of-Detail Volume Rendering via 3D Textures
Gigabyte Volume Viewing Using Split Software/Hardware Interpolation
Reducing Aliasing Artifacts in Iso-Surfaces of Binary Volumes
Time Critical Isosurface Refinement and Smoothing
Fast CSG Voxelization by Frame Buffer Pixel Mapping
Volume Scene Graphs
Shape-Based Volumetric Collision Detection
Accelerating Volume Rendering with Quantized Voxels
The ULTRAVIS System
A Practical Evaluation of Popular Volume Rendering Algorithms
ZSWEEP: An Efficient and Exact Projection Algorithm for Unstructured Volume Rendering
Mastering Windows: Improving Reconstruction
Volumetric Backprojection
Accelerating Time-Varying Hardware Volume Rendering Using TSP Trees and Color-Based Error Metrics
4D Volume Rendering with the Shear Warp Factorisation

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A Practical Evaluation of Popular Volume Rendering Algorithms

Content Provider IEEE Xplore Digital Library
Author Huang, Jian Mueller, Klaus Crawfis, Roger Bartz, Dirk Meissner, Michael
Copyright Year 2000
Abstract This paper evaluates and compares four volume rendering algorithms that have become rather popular for rendering datasets described on uniform rectilinear grids: raycasting, splatting, shear-warp, and hardware-assisted 3D texture-mapping. In order to assess both the strengths and the weaknesses of these algorithms in a wide variety of scenarios, a set of real-life benchmark datasets with different characteristics was carefully selected. In the rendering, all algorithm-independent image synthesis parameters, such as viewing matrix, transfer functions, and optical model, were kept constant to enable a fair comparison of the rendering results. Both image quality and computational complexity were evaluated and compared, with the aim of providing both researchers and practitioners with guidelines on which algorithm is most suited in which scenario. Our analysis also indicates the current weakness in each algorithm's pipeline, and possible solutions to these as well as pointers for future research are offered.
Starting Page 81
Ending Page 90
File Size 2197203
Page Count 10
File Format PDF
ISBN 1581133081
DOI 10.1109/VV.2000.10009
Language English
Publisher Institute of Electrical and Electronics Engineers, Inc. (IEEE)
Publisher Date 2000-10-09
Publisher Place USA
Access Restriction Subscribed
Rights Holder Institute of Electrical and Electronics Engineers, Inc. (IEEE)
Subject Keyword Image quality Algorithm design and analysis volume rendering raycasting Pipelines Transfer functions Image generation Rendering (computer graphics) Computational complexity Guidelines
Content Type Text
Resource Type Article
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