Real-time volume graphics
By Klaus Engel, Markus Hadwiger, Joe Michael Kniss, Christof Rezk-Salama, Daniel Weiskopf. International Conference on Computer Graphics and Interactive Techniques, 2006
764 citations recorded by the source corpus.
Subfields: Building and Construction, Computer Graphics and Computer-Aided Design, Geochemistry and Petrology
View Paper: https://www.semanticscholar.org/paper/cb1c6837e93434cdaf4e9433ca201df1f33010ae
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computer Graphics and Computer-Aided Design
- Christopher E. Peters
- Peter Lindstrom
- Sara de Freitas
- Fotis Liarokapis
- Panagiotis Petridis
- Eike Falk Anderson
- Leigh McLoughlin
- Bruno Lévy
Citations in the corpus
- Visual Analytics: Definition, Process, and Challenges (2008, neutral): “Often, 3D scalar fields are visualized by isosurfaces or semi-transparent point clouds (direct volume rendering) [15].”
- Pore‐by‐pore capillary pressure measurements using X‐ray microtomography at reservoir conditions: Curvature, snap‐off, and remobilization of residual CO2 (2014, methodology): “The surface was labeled as either the CO2-brine interface or the CO2-grain interface by the use of the Sobel edge detection filter [Engel et al., 2006].”
- Visualization analysis & design (2015, neutral): “Direct Volume Rendering The Real-Time Volume Graphics book is an excellent springboard for further investigation of direct volume rendering [Engel et al. 06].”
- Long Range Graph Benchmark (2022, neutral): “…and that of an edge between two nodes is a 2 dimensional vector where the first value is ‘weight’ denoting the average of the Sobel filter [17] pixel values along the boundary between the 2 adjacent regions, and the second value is ‘count’ denoting the count of all pixels along this…”
- Fixed-Rate Compressed Floating-Point Arrays (2014, background): “It is, however, unknown how these methods would fare on nonvisual, quantitative tasks other than volume rendering.”
- A survey of GPU-based medical image computing techniques. (2012, methodology): “Other object-order 3D texture-based volume rendering algorithms have also been widely applied to the shading volume rendering, because they could be accelerated greatly by data-parallel processing via GPU acceleration (116).”
- Developing serious games for cultural heritage: a state-of-the-art review (2010, background): “A wide variety of options exist for rendering volumes (Engel et al. 2006; Cerezo et al. 2005), although these are generally very computationally expensive and it is common to emulate a volumetric effect using simpler methods.”