Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
The zonal method for calculating light intensities in the presence of a participating medium
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
IEEE Computer Graphics and Applications
Efficient ray tracing of volume data
ACM Transactions on Graphics (TOG)
Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
CG International '90 Proceedings of the eighth international conference of the Computer Graphics Society on CG International '90: computer graphics around the world
Footprint evaluation for volume rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Splatting: a parallel, feed-forward volume rendering algorithm
Splatting: a parallel, feed-forward volume rendering algorithm
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
VVS '94 Proceedings of the 1994 symposium on Volume visualization
Accelerated volume rendering and tomographic reconstruction using texture mapping hardware
VVS '94 Proceedings of the 1994 symposium on Volume visualization
An anti-aliasing technique for splatting
VIS '97 Proceedings of the 8th conference on Visualization '97
Fast calculation of soft shadow textures using convolution
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Adding shadows to a texture-based volume renderer
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
Eliminating popping artifacts in sheet buffer-based splatting
Proceedings of the conference on Visualization '98
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
A simple, efficient method for realistic animation of clouds
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A practical evaluation of popular volume rendering algorithms
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
An improved illumination model for shaded display
Communications of the ACM
FastSplats: optimized splatting on rectilinear grids
Proceedings of the conference on Visualization '00
Shadow algorithms for computer graphics
SIGGRAPH '77 Proceedings of the 4th annual conference on Computer graphics and interactive techniques
Optical Models for Direct Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Splatting Errors and Antialiasing
IEEE Transactions on Visualization and Computer Graphics
High-Quality Splatting on Rectilinear Grids with Efficient Culling of Occluded Voxels
IEEE Transactions on Visualization and Computer Graphics
IEEE Computer Graphics and Applications
Casting curved shadows on curved surfaces
SIGGRAPH '78 Proceedings of the 5th annual conference on Computer graphics and interactive techniques
Interactive rendering of atmospheric scattering effects using graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Volumetric shadows using splatting
Proceedings of the conference on Visualization '02
Interactive translucent volume rendering and procedural modeling
Proceedings of the conference on Visualization '02
Shadows and Soft Shadows with Participating Media Using Splatting
IEEE Transactions on Visualization and Computer Graphics
A Model for Volume Lighting and Modeling
IEEE Transactions on Visualization and Computer Graphics
Vicinity Shading for Enhanced Perception of Volumetric Data
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
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In this paper we describe an efficient approach to add shadows to volumetric scenes. The light emitted by the lightsource is properly attenuated by the intervening volumetric structures before it is reflected towards the eye. Both parallel and perspective lightsources can be efficiently and accurately modeled.We use a two-stage splatting approach. In the first stage, a light volume is constructed in O(N3) time, which is about the same time it takes to render a regular image. This light volume stores the volumetric attenuated light arriving at each grid voxel and only needs to be recomputed if the light source is moved. If only diffuse shading is required, then the contribution of any number of lightsources can be stored in the same space. The second stage is formed by the usual rendering pipeline. The only difference is that the light contributions are interpolated from the light volume, instead of using the constant light source intensity. Once the light volume is computed, the actual rendering is only marginally more expensive than in the unshadowed case. The rendered images, however, convey three-dimensional relationships much better and look considerably more realistic, which is clearly needed if volume graphics is to become a mainstream technology.