DocumentCode :
1365224
Title :
Extinction-Based Shading and Illumination in GPU Volume Ray-Casting
Author :
Schlegel, Philipp ; Makhinya, Maxim ; Pajarola, Renato
Author_Institution :
Dept. of Inf., Univ. of Zurich, Zurich, Switzerland
Volume :
17
Issue :
12
fYear :
2011
Firstpage :
1795
Lastpage :
1802
Abstract :
Direct volume rendering has become a popular method for visualizing volumetric datasets. Even though computers are continually getting faster, it remains a challenge to incorporate sophisticated illumination models into direct volume rendering while maintaining interactive frame rates. In this paper, we present a novel approach for advanced illumination in direct volume rendering based on GPU ray-casting. Our approach features directional soft shadows taking scattering into account, ambient occlusion and color bleeding effects while achieving very competitive frame rates. In particular, multiple dynamic lights and interactive transfer function changes are fully supported. Commonly, direct volume rendering is based on a very simplified discrete version of the original volume rendering integral, including the development of the original exponential extinction into a-blending. In contrast to a-blending forming a product when sampling along a ray, the original exponential extinction coefficient is an integral and its discretization a Riemann sum. The fact that it is a sum can cleverly be exploited to implement volume lighting effects, i.e. soft directional shadows, ambient occlusion and color bleeding. We will show how this can be achieved and how it can be implemented on the GPU.
Keywords :
computer graphic equipment; coprocessors; light scattering; lighting; ray tracing; rendering (computer graphics); α-blending; GPU volume ray casting; Riemann sum; ambient occlusion; color bleeding effects; direct volume rendering; directional soft shadows; dynamic lights; extinction-based shading; interactive frame rates; interactive transfer function; sophisticated illumination models; volume rendering integral; volumetric dataset visualisation; Graphics processing unit; Image color analysis; Light sources; Rendering (computer graphics); Scattering; Ambient Occlusion; Exponential Extinction.; GPU Ray-Casting; Shadows; Volume Rendering;
fLanguage :
English
Journal_Title :
Visualization and Computer Graphics, IEEE Transactions on
Publisher :
ieee
ISSN :
1077-2626
Type :
jour
DOI :
10.1109/TVCG.2011.198
Filename :
6064942
Link To Document :
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