Display of Surfaces from Volume Data
IEEE Computer Graphics and Applications
Predicting reflectance functions from complex surfaces
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
A practical model for subsurface light transport
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Optical Models for Direct Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
A Model for Volume Lighting and Modeling
IEEE Transactions on Visualization and Computer Graphics
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
A data-driven reflectance model
ACM SIGGRAPH 2003 Papers
Real-time rendering of translucent meshes
ACM Transactions on Graphics (TOG)
Interactive Display of Isosurfaces with Global Illumination
IEEE Transactions on Visualization and Computer Graphics
Generalized wavelet product integral for rendering dynamic glossy objects
ACM SIGGRAPH 2006 Papers
Scattered spherical harmonic approximation for accelerated volume rendering
ACM SIGGRAPH 2006 Sketches
GPU-accelerated deep shadow maps for direct volume rendering
GH '06 Proceedings of the 21st ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
GPU-Based Monte-Carlo Volume Raycasting
PG '07 Proceedings of the 15th Pacific Conference on Computer Graphics and Applications
Decoupling Illumination from Isosurface Generation Using 4D Light Transport
IEEE Transactions on Visualization and Computer Graphics
Local Ambient Occlusion in Direct Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
A directional occlusion shading model for interactive direct volume rendering
EuroVis'09 Proceedings of the 11th Eurographics / IEEE - VGTC conference on Visualization
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In this paper we present a heuristic approach for simulating advanced light material interactions in the context of interactive volume rendering. In contrast to previous work, we are able to incorporate complex material functions, which allow to simulate reflectance and scattering. We exploit a common representation of these material properties based on spherical harmonic basis functions, to combine the achieved reflectance and scattering effects with natural lighting conditions, i. e., incorporating colored area light sources. To achieve these goals, we introduce a modified SH projection technique, which is not just tailored at a single material category, but adapts to the present material. Thus, reflecting and scattering materials as assigned trough the transfer function can be captured in a unified approach. We will describe the required extensions to the standard volume rendering integral and present an approximation which allows to realize the material effects in order to achieve interactive frame rates. By exploiting a combination of CPU and GPU processing, we are able to modify material properties and can change the illumination conditions interactively. We will demonstrate the outcome of the proposed approach based on renderings of real-world data sets and report the achieved computation times.