Hierarchical splatting: a progressive refinement algorithm for volume rendering
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Time-critical multiresolution scene rendering
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Multiresolution techniques for interactive texture-based volume visualization
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Level-of-detail volume rendering via 3D textures
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
Accelerating time-varying hardware volume rendering using TSP trees and color-based error metrics
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
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This paper presents a level of detail (LOD) selection algorithm for multi-resolution volume rendering using 3D texture mapping. It uses an adaptive scheme that renders the volume in a region-of-interest at a high resolution and the volume away from this region at progressively lower resolutions. The algorithm is based on several important criteria, rendering is done adaptively by selecting high-resolution cells close to a center of attention and low-resolution cells away from this area. In addition, our hierarchical level-of-detail representation guarantees consistent interpolation between different resolution levels. Experiments have been applied to a number of large medical data and produced high quality images at interactive frame rates using standard PC hardware.