Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Display of Surfaces from Volume Data
IEEE Computer Graphics and Applications
Efficient ray tracing of volume data
ACM Transactions on Graphics (TOG)
A fast approximation to 3D Euclidian distance
Graphics gems
Footprint evaluation for volume rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
A coherent projection approach for direct volume rendering
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Splatting: a parallel, feed-forward volume rendering algorithm
Splatting: a parallel, feed-forward volume rendering algorithm
Efficient feed-forward volume rendering techniques for vector and parallel processors
Proceedings of the 1993 ACM/IEEE conference on Supercomputing
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
Accelerated volume rendering and tomographic reconstruction using texture mapping hardware
VVS '94 Proceedings of the 1994 symposium on Volume visualization
Direct volume rendering with shading via three-dimensional textures
Proceedings of the 1996 symposium on Volume visualization
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Fast perspective volume rendering with splatting by utilizing a ray-driven approach
Proceedings of the 7th conference on Visualization '96
EM-Cube: an architecture for low-cost real-time volume rendering
HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Virtual voyage: interactive navigation in the human colon
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
A comparison of normal estimation schemes
VIS '97 Proceedings of the 8th conference on Visualization '97
Efficiently using graphics hardware in volume rendering applications
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Edge preservation in volume rendering using splatting
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
Opacity-weighted color interpolation, for volume sampling
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
Interactive ray tracing for isosurface rendering
Proceedings of the conference on Visualization '98
Eliminating popping artifacts in sheet buffer-based splatting
Proceedings of the conference on Visualization '98
High quality rendering of attributed volume data
Proceedings of the conference on Visualization '98
VVS '89 Proceedings of the 1989 Chapel Hill workshop on Volume visualization
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Optical Models for Direct Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Frequency Analysis of Gradient Estimators in Volume Rendering
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
Light reflection functions for simulation of clouds and dusty surfaces
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Texture splats for 3D scalar and vector field visualization
VIS '93 Proceedings of the 4th conference on Visualization '93
VolVis: a diversified volume visualization system
VIS '94 Proceedings of the conference on Visualization '94
Accelerating volume rendering with quantized voxels
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
A practical evaluation of popular volume rendering algorithms
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
FastSplats: optimized splatting on rectilinear grids
Proceedings of the conference on Visualization '00
Multiresolution view-dependent splat based volume rendering of large irregular data
PVG '01 Proceedings of the IEEE 2001 symposium on parallel and large-data visualization and graphics
Shear-Warp deluxe: the Shear-Warp algorithm revisited
VISSYM '02 Proceedings of the symposium on Data Visualisation 2002
Space-time points: 4d splatting on efficient grids
VVS '02 Proceedings of the 2002 IEEE symposium on Volume visualization and graphics
Proceedings of the conference on Visualization '01
Volume rendering of fine details within medical data
Proceedings of the conference on Visualization '01
Volumetric shadows using splatting
Proceedings of the conference on Visualization '02
A new object-order ray-casting algorithm
Proceedings of the conference on Visualization '02
IEEE Transactions on Visualization and Computer Graphics
Modeling and Rendering of Points with Local Geometry
IEEE Transactions on Visualization and Computer Graphics
Shadows and Soft Shadows with Participating Media Using Splatting
IEEE Transactions on Visualization and Computer Graphics
Accelerated splatting using a 3D adjacency data structure
GRIN'01 No description on Graphics interface 2001
Hybrid forward resampling and volume rendering
VG '03 Proceedings of the 2003 Eurographics/IEEE TVCG Workshop on Volume graphics
Smoke simulation for large scale phenomena
ACM SIGGRAPH 2003 Papers
Tricubic Interpolation of Discrete Surfaces for Binary Volumes
IEEE Transactions on Visualization and Computer Graphics
Hierarchical Splatting of Scattered 4D Data
IEEE Computer Graphics and Applications
Hardware-Accelerated Adaptive EWA Volume Splatting
VIS '04 Proceedings of the conference on Visualization '04
Rendering Implicit Flow Volumes
VIS '04 Proceedings of the conference on Visualization '04
LoD Volume Rendering of FEA Data
VIS '04 Proceedings of the conference on Visualization '04
VV '04 Proceedings of the 2004 IEEE Symposium on Volume Visualization and Graphics
Squeeze: numerical-precision-optimized volume rendering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Hierarchical Splatting of Scattered Data
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
A comparison and evaluation of interpolation methods for visualising discrete 2D survey data
APVis '04 Proceedings of the 2004 Australasian symposium on Information Visualisation - Volume 35
Visualization in Medicine: Theory, Algorithms, and Applications
Visualization in Medicine: Theory, Algorithms, and Applications
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part II
GPU-accelerated volume splatting with elliptical RBFs
EUROVIS'06 Proceedings of the Eighth Joint Eurographics / IEEE VGTC conference on Visualization
High-quality surface splatting on today's GPUs
SPBG'05 Proceedings of the Second Eurographics / IEEE VGTC conference on Point-Based Graphics
VG'01 Proceedings of the 2001 Eurographics conference on Volume Graphics
GPU accelerated image aligned splatting
VG'05 Proceedings of the Fourth Eurographics / IEEE VGTC conference on Volume Graphics
Simultaneous GPU-assisted raycasting of unstructured point sets and volumetric grid data
VG'07 Proceedings of the Sixth Eurographics / Ieee VGTC conference on Volume Graphics
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Splatting is a volume rendering algorithm that combines efficient volume projection with a sparse data representation: Only voxels that have values inside the iso-range need to be considered, and these voxels can be projected via efficient rasterization schemes. In splatting, each projected voxel is represented as a radially symmetric interpolation kernel, equivalent to a fuzzy ball. Projecting such a basis function leaves a fuzzy impression, called a footprint or splat, on the screen. Splatting traditionally classifies and shades the voxels prior to projection, and thus each voxel footprint is weighted by the assigned voxel color and opacity. Projecting these fuzzy color balls provides a uniform screen image for homogeneous object regions, but leads to a blurry appearance of object edges. The latter is clearly undesirable, especially when the view is zoomed on the object. In this work, we manipulate the rendering pipeline of splatting by performing the classification and shading process after the voxels have been projected onto the screen. In this way, volume contributions outside the iso-range never affect the image. Since shading requires gradients, we not only splat the density volume, using regular splats, but we also project the gradient volume, using gradient splats. However, alternative to gradient splats, we can also compute the gradients on the projection plane, using central differencing. This latter scheme cuts the number of footprint rasterization by a factor of four, since only the voxel densities have to be projected. Our new method renders objects with crisp edges and well-preserved surface detail. Added overhead is the calculation of the screen gradients and the per-pixel shading. Both of these operations, however, may be performed using fast techniques employing lookup tables.