Adding shadows to a texture-based volume renderer
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
Volume illustration: non-photorealistic rendering of volume models
Proceedings of the conference on Visualization '00
Proceedings of the 2002 ACM SIGGRAPH/Eurographics symposium on Computer animation
IEEE Transactions on Visualization and Computer Graphics
Multidimensional Transfer Functions for Interactive Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Summed-area tables for texture mapping
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Interactive Volume Illustration and Feature Halos
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
VIS '91 Proceedings of the 2nd conference on Visualization '91
Interactive Volume Rendering of Thin Thread Structures within Multivalued Scientific Data Sets
IEEE Transactions on Visualization and Computer Graphics
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Precomputed shadow fields for dynamic scenes
ACM SIGGRAPH 2005 Papers
Acceleration Techniques for GPU-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Vicinity Shading for Enhanced Perception of Volumetric Data
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Image enhancement by unsharp masking the depth buffer
ACM SIGGRAPH 2006 Papers
Real-Time Illustration of Vascular Structures
IEEE Transactions on Visualization and Computer Graphics
Ambient Occlusion and Edge Cueing for Enhancing Real Time Molecular Visualization
IEEE Transactions on Visualization and Computer Graphics
ACM SIGGRAPH 2007 courses
Enhancing Depth-Perception with Flexible Volumetric Halos
IEEE Transactions on Visualization and Computer Graphics
Approximating dynamic global illumination in image space
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Multi-layer dual-resolution screen-space ambient occlusion
SIGGRAPH 2009: Talks
Depth-Dependent Halos: Illustrative Rendering of Dense Line Data
IEEE Transactions on Visualization and Computer Graphics
Illustrating surfaces in volume
VISSYM'04 Proceedings of the Sixth Joint Eurographics - IEEE TCVG conference on Visualization
Isosurface ambient occlusion and soft shadows with filterable occlusion maps
SPBG'08 Proceedings of the Fifth Eurographics / IEEE VGTC conference on Point-Based Graphics
Obscurance-based volume rendering framework
SPBG'08 Proceedings of the Fifth Eurographics / IEEE VGTC conference on Point-Based Graphics
A directional occlusion shading model for interactive direct volume rendering
EuroVis'09 Proceedings of the 11th Eurographics / IEEE - VGTC conference on Visualization
Fast global illumination for interactive volume visualization
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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Volume models often show high depth complexity. This poses difficulties to the observer in judging the spatial relationships accurately. Illustrators usually use certain techniques such as improving the shading through shadows, halos, or edge darkening in order to enhance depth perception of certain structures. Both effects are difficult to generate in real-time for volumetric models. Either they may have an important impact in rendering time, or they require precomputation that prevents changing the transfer function interactively, as it determines the occlusions. In this paper we present two methods for the fast generation of ambient occlusion on volumetric models. The first is a screen-space approach that does not require any precomputed data structure. The second is a view independent method that stores volumetric information in the form of a Summed Area Table of the density values, and thus, allows the interactive change of transfer functions on demand, although at the expense of memory space. Despite the fact that similar quality results are obtained with both approaches, the 3D version is more suitable for objects with discontinuous structures such as a vessels tree or the intestines, and it yields better framerates. The screen-space version is more suitable in limited GPU memory environments because it does not need extra 3D texture storage. As an extra result, our screen-space technique also allows for the computation of view dependent, interactively configurable halos using the same data structure. We have also implemented both methods using CUDA and have analyzed their efficiency.