High-Quality Pre-lntegrated Volume Rendering Using Hardware-Accelerated Pixel Shading
By Klaus Engel, M. Kraus, Thomas Ertl. Workshop on Graphics Hardware, 2001
680 citations recorded by the source corpus.
Subfields: Computational Mechanics, Computer Graphics and Computer-Aided Design
View Paper: https://www.semanticscholar.org/paper/b507b7ba0b7ca0699cc7b4385dbbc65990fe2de4
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computational Mechanics
- Gordon L. Kindlmann
- Joe Michael Kniss
- Rüdiger Westermann
- Jens Harald Krüger
- Charles D. Hansen
- Torsten Möller
- Melanie Tory
In Computer Graphics and Computer-Aided Design
- Gordon L. Kindlmann
- Joe Michael Kniss
- Rüdiger Westermann
- Jens Harald Krüger
- Charles D. Hansen
- Torsten Möller
- Melanie Tory
Citations in the corpus
- Multidimensional Transfer Functions for Interactive Volume Rendering (2002, methodology): “Engel et al. showed how to significantly reduce the number of slices needed to adequately sample a scalar volume while maintaining a high quality rendering, using a mathematical technique of preintegration and hardware extensions such as dependent textures [10].”
- Acceleration techniques for GPU-based volume rendering (2003, methodology): “…as efficient tools for the direct rendering of volumetric scalar fields on graphics workstations or even consumer class hardware [Van Geldern and Kwansik 1996; Westermann and Ertl 1998; Meißner et al. 1999; Rezk-Salama et al. 2000; Engel et al. 2001; Guthe et al. 2002; Kniss et al. 2002].”
- Interactive volume rendering using multi-dimensional transfer functions and direct manipulation widgets (2001, methodology): “Pixel texture is a hardware extension which has proven useful in computer graphics and visualization [6, 9, 22, 33].”