Vector quantization for volume rendering
VVS '92 Proceedings of the 1992 workshop on Volume visualization
Fast volume rendering using a shear-warp factorization of the viewing transformation
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Multi-dimensional trees for controlled volume rendering and compression
VVS '94 Proceedings of the 1994 symposium on Volume visualization
Lossless compression of volume data
VVS '94 Proceedings of the 1994 symposium on Volume visualization
A fast volume rendering algorithm for time-varying fields using a time-space partitioning (TSP) tree
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Accelerating volume rendering with texture hulls
VVS '02 Proceedings of the 2002 IEEE symposium on Volume visualization and graphics
Texture hardware assisted rendering of time-varying volume data
Proceedings of the conference on Visualization '01
Real-time decompression and visualization of animated volume data
Proceedings of the conference on Visualization '01
Interactive rendering of large volume data sets
Proceedings of the conference on Visualization '02
Volume Rendering of DCT-Based Compressed 3D Scalar Data
IEEE Transactions on Visualization and Computer Graphics
IEEE Transactions on Visualization and Computer Graphics
Volume Data and Wavelet Transforms
IEEE Computer Graphics and Applications
PG '02 Proceedings of the 10th Pacific Conference on Computer Graphics and Applications
Compression Domain Rendering of Time-Resolved Volume Data
VIS '95 Proceedings of the 6th conference on Visualization '95
Direct Rendering of Laplacian Pyramid Compressed Volume Data
VIS '95 Proceedings of the 6th conference on Visualization '95
Fast volume rendering of compressed data
VIS '93 Proceedings of the 4th conference on Visualization '93
Real-Time Volume Rendering of Time-Varying Data Using a Fragment-Shader Compression Approach
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
Interactive Deformation and Visualization of Level Set Surfaces Using Graphics Hardware
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Compression Domain Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
A streaming narrow-band algorithm: interactive computation and visualization of level sets
IEEE Transactions on Visualization and Computer Graphics
Transform Coding for Hardware-accelerated Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Interactive volume rendering of unstructured grids with time-varying scalar fields
EG PGV'06 Proceedings of the 6th Eurographics conference on Parallel Graphics and Visualization
Pre-integrated volume rendering for multi-dimensional transfer functions
SPBG'08 Proceedings of the Fifth Eurographics / IEEE VGTC conference on Point-Based Graphics
Topographic map visualization from adaptively compressed textures
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
Hi-index | 0.00 |
Rendering directly from packed or compressed volume data formats using graphics hardware has advantages in terms of memory consumption and bandwidth, but results in lower-quality images due to the prohibitive cost of performing interpolation and gradient-based shading on the reconstructed data. The problem with the existing method lies in its close coupling of decompression and interpolation. We demonstrate that deferred filtering overcomes this problem by using a two-pass decompression and rendering strategy. With this method interpolation and gradient calculations are very efficient, allowing high quality rendering directly from packed or compressed volume data. We evaluate the cost of creating interpolated, gradient-shaded renderings using traditional on-the-fly decompression and deferred filtering, and show that deferred filtering can provide up to twenty times speed-up for high quality rendering.