SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Volume illustration: non-photorealistic rendering of volume models
Proceedings of the conference on Visualization '00
Volume clipping via per-fragment operations in texture-based volume visualization
Proceedings of the conference on Visualization '02
Volume rendering in medical applications: we've got pretty images, what's left to do
Proceedings of the conference on Visualization '02
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
An XML-based visual shading language for vertex and fragment shaders
Proceedings of the ninth international conference on 3D Web technology
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Real-time Volume Graphics
Visual shaditor: a seamless way to compose high-level shader programs
ACM SIGGRAPH 2006 Research posters
RenderMonkey: an effective environment for shader prototyping and development
SIGGRAPH '04 ACM SIGGRAPH 2004 Sketches
Comparison of Four Freely Available Frameworks for Image Processing and Visualization That Use ITK
IEEE Transactions on Visualization and Computer Graphics
A Flexible Multi-Volume Shader Framework for Arbitrarily Intersecting Multi-Resolution Datasets
IEEE Transactions on Visualization and Computer Graphics
High-Quality Multimodal Volume Rendering for Preoperative Planning of Neurosurgical Interventions
IEEE Transactions on Visualization and Computer Graphics
Dynamic Shader Generation for GPU-Based Multi-Volume Ray Casting
IEEE Computer Graphics and Applications
IEEE Transactions on Visualization and Computer Graphics
Voreen: A Rapid-Prototyping Environment for Ray-Casting-Based Volume Visualizations
IEEE Computer Graphics and Applications
A simple and flexible volume rendering framework for graphics-hardware-based raycasting
VG'05 Proceedings of the Fourth Eurographics / IEEE VGTC conference on Volume Graphics
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In this paper, we present a rapid prototyping framework for GPU-based volume rendering. Therefore, we propose a dynamic shader pipeline based on the SuperShader concept and illustrate the design decisions. Also, important requirements for the development of our system are presented. In our approach, we break down the rendering shader into areas containing code for different computations, which are defined as freely combinable, modularized shader blocks. Hence, high-level changes of the rendering configuration result in the implicit modification of the underlying shader pipeline. Furthermore, the prototyping system allows inserting custom shader code between shader blocks of the pipeline at run-time. A suitable user interface is available within the prototyping environment to allow intuitive modification of the shader pipeline. Thus, appropriate solutions for visualization problems can be interactively developed. We demonstrate the usage and the usefulness of our framework with implementations of dynamic rendering effects for medical applications.