Vector quantization for volume rendering
VVS '92 Proceedings of the 1992 workshop on Volume visualization
Multiresolution techniques for interactive texture-based volume visualization
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Level-of-detail volume rendering via 3D textures
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
Real-time decompression and visualization of animated volume data
Proceedings of the conference on Visualization '01
An Efficient Wavelet-Based Compression Method for Volume Rendering
PG '99 Proceedings of the 7th Pacific Conference on Computer Graphics and Applications
Approximation and rendering of volume data using wavelet transforms
VIS '92 Proceedings of the 3rd conference on Visualization '92
Acceleration Techniques for GPU-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Compression Domain Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Real-time Volume Graphics
Interactive wireless virtual colonoscopy
The Visual Computer: International Journal of Computer Graphics
Hierarchical visualization and compression of large volume datasets using GPU clusters
EG PGV'04 Proceedings of the 5th Eurographics conference on Parallel Graphics and Visualization
IEEE Transactions on Visualization and Computer Graphics
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Interactive visualization of volume models in standard mobile devices is a challenging present problem with increasing interest from new application fields like telemedicine. The complexity of present volume models in medical applications is continuously increasing, therefore increasing the gap between the available models and the rendering capabilities in low-end mobile clients. New and efficient rendering algorithms and interaction paradigms are required for these small platforms. In this paper, we propose a transfer function-aware compression and interaction scheme, for client-server architectures with visualization on standard mobile devices. The scheme is block-based, supporting adaptive ray-casting in the client. Our two-level ray-casting allows focusing on small details on targeted regions while keeping bounded memory requirements in the GPU of the client. Our approach includes a transfer function-aware compression scheme based on a local wavelet transformation, together with a bricking scheme that supports interactive inspection and levels of detail in the mobile device client. We also use a quantization technique that takes into account a perceptive metrics of the visual error. Our results show that we can have full interaction with high compression rates and with transmitted model sizes that can be of the order of a single photographic image.