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Fast volumetric deformation on general purpose hardware

C. Rezk Salama, M. Scheuering, G. Soza, G. Greiner
Computer Graphics Group, University of Erlangen-Nuremberg, Germany
In HWWS ’01: Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware (2001), pp. 17-24

@conference{rezk2001fast,

   title={Fast volumetric deformation on general purpose hardware},

   author={Rezk-Salama, C. and Scheuering, M. and Soza, G. and Greiner, G.},

   booktitle={Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware},

   pages={17–24},

   isbn={158113407X},

   year={2001},

   organization={ACM}

}

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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 tri-linear interpolation and its approximations is proposed. New optimizations are introduced in this paper which are especially tailored to an efficient implementation using general purpose rasterization hardware, including new technologies, such as vertex programs and pixel shaders. Additionally, a high performance model for local illumination calculation is introduced, which meets the aesthetic requirements of visual arts and entertainment. The results demonstrate the significant performance benefit and allow for time-critical applications, such as computer assisted surgery.
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