Generating antialiased images at low sampling densities
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Antialiased ray tracing by adaptive progressive refinement
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Volume rendering by adaptive refinement
The Visual Computer: International Journal of Computer Graphics
Fast algorithms for volume ray tracing
VVS '92 Proceedings of the 1992 workshop on Volume visualization
A signal processing approach to fair surface design
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
View-dependent simplification of arbitrary polygonal environments
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Accelerated volume rendering using homogeneous region encoding
VIS '97 Proceedings of the 8th conference on Visualization '97
The visualization toolkit (2nd ed.): an object-oriented approach to 3D graphics
The visualization toolkit (2nd ed.): an object-oriented approach to 3D graphics
A Model of Saliency-Based Visual Attention for Rapid Scene Analysis
IEEE Transactions on Pattern Analysis and Machine Intelligence
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
A perceptually based physical error metric for realistic image synthesis
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Statistically optimized sampling for distributed ray tracing
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Antialiasing through stochastic sampling
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Surfels: surface elements as rendering primitives
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
High-quality pre-integrated volume rendering using hardware-accelerated pixel shading
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Proceedings of the conference on Visualization '01
Multiresolution Techniques for Interactive Texture-based Volume Visualization
VISUALIZATION '99 Proceedings of the 10th IEEE Visualization 1999 Conference (VIS '99)
GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics
GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics
Automatic impostor placement for guaranteed frame rates and low memory requirements
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Line drawings from volume data
ACM SIGGRAPH 2005 Papers
Faster Isosurface Ray Tracing Using Implicit KD-Trees
IEEE Transactions on Visualization and Computer Graphics
Empty Space Skipping and Occlusion Clipping for Texture-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
SIGGRAPH '05 ACM SIGGRAPH 2005 Courses
Highlight lines for conveying shape
Proceedings of the 5th international symposium on Non-photorealistic animation and rendering
Larrabee: a many-core x86 architecture for visual computing
ACM SIGGRAPH 2008 papers
ACM SIGGRAPH 2008 papers
Interactive High-Resolution Isosurface Ray Casting on Multicore Processors
IEEE Transactions on Visualization and Computer Graphics
OptiX: a general purpose ray tracing engine
ACM SIGGRAPH 2010 papers
Image quality assessment: from error visibility to structural similarity
IEEE Transactions on Image Processing
Multi-frame rate volume rendering
EG PGV'10 Proceedings of the 10th Eurographics conference on Parallel Graphics and Visualization
VG'01 Proceedings of the 2001 Eurographics conference on Volume Graphics
Special Section on CANS: Ray prioritization using stylization and visual saliency
Computers and Graphics
Hi-index | 0.00 |
This paper presents a new method to control graceful scene degradation in complex ray-based rendering environments. It proposes to constrain the image sampling density with object features, which are known to support the comprehension of the three-dimensional shape. The presented method uses Non-Photorealistic Rendering (NPR) techniques to extract features such as silhouettes, suggestive contours, suggestive highlights, ridges and valleys. To map different feature types to sampling densities, we also present an evaluation of the features impact on the resulting image quality. To reconstruct the image from sparse sampling data, we use linear interpolation on an adaptively aligned fractal pattern. With this technique, we are able to present an algorithm that guarantees a desired minimal frame rate without much loss of image quality. Our scheduling algorithm maximizes the use of each given time slice by rendering features in order of their corresponding importance values until a time constraint is reached. We demonstrate how our method can be used to boost and guarantee the rendering time in complex ray-based environments consisting of geometric as well as volumetric data.