The nature of statistical learning theory
The nature of statistical learning theory
Feature sensitive surface extraction from volume data
Proceedings of the 28th 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
Dual contouring of hermite data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Smart hardware-accelerated volume rendering
VISSYM '03 Proceedings of the symposium on Data visualisation 2003
Silhouette maps for improved texture magnification
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
High-Quality Two-Level Volume Rendering of Segmented Data Sets on Consumer Graphics Hardware
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Visualization of Boundaries in Volumetric Data Sets Using LH Histograms
IEEE Transactions on Visualization and Computer Graphics
The Visual Computer: International Journal of Computer Graphics
GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Volume Ray Casting with Peak Finding and Differential Sampling
IEEE Transactions on Visualization and Computer Graphics
Least squares quantization in PCM
IEEE Transactions on Information Theory
Bixels: picture samples with sharp embedded boundaries
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
High-quality lighting and efficient pre-integration for volume rendering
VISSYM'04 Proceedings of the Sixth Joint Eurographics - IEEE TCVG conference on Visualization
Instant volume visualization using maximum intensity difference accumulation
EuroVis'09 Proceedings of the 11th Eurographics / IEEE - VGTC conference on Visualization
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The most common representation of volumetric models is a regular grid of cubical voxels with one value each, from which a smooth scalar field is reconstructed. However, common real-world situations include cases in which volumes represent physical objects with well defined boundaries separating different materials, giving rise to models with quasi-impulsive gradient fields. In our split-voxel representation, we replace blocks of N3 voxels by one single voxel that is split by a feature plane into two regions with constant values. This representation has little overhead over storing precomputed gradients, and has the advantage that feature planes provide minimal geometric information about the underlying volume regions that can be effectively exploited for volume rendering. We show how to convert a standard mono-resolution representation into a out-of-core multiresolution structure, both for labeled and continuous scalar volumes. We also show how to interactively explore the models using a multiresolution GPU raycasting framework. The technique supports real-time transfer function manipulation and proves particularly useful for fast multiresolution rendering, since accurate silhouettes are preserved even at very coarse levels of detail.