Display of Surfaces from Volume Data
IEEE Computer Graphics and Applications
Fast stereoscopic images with ray-traced volume rendering
VVS '94 Proceedings of the 1994 symposium on Volume visualization
Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 7th conference on Visualization '96
A Real-Time Photo-Realistic Visual Flythrough
IEEE Transactions on Visualization and Computer Graphics
Tutorial: Time-Multiplexed Stereoscopic Computer Graphics
IEEE Computer Graphics and Applications
Computer
Virtual Flythrough over a Voxel-Based Terrain
VR '99 Proceedings of the IEEE Virtual Reality
A voxel-based, forward projection algorithm for rendering surface and volumetric data
VIS '92 Proceedings of the 3rd conference on Visualization '92
Fast and reliable space leaping for interactive volume rendering
Proceedings of the conference on Visualization '02
Interactive Stereoscopic Rendering of Volumetric Environments
IEEE Transactions on Visualization and Computer Graphics
Accelerating the ray tracing of height fields
Proceedings of the 2nd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Enclosed Five-Wall Immersive Cabin
ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing
Accelerating voxel-based terrain rendering with keyframe-free image-based rendering
VG'01 Proceedings of the 2001 Eurographics conference on Volume Graphics
Hi-index | 0.00 |
We present an interactive stereoscopic rendering algorithm of voxel-based terrain. It provides unambiguous depth information of a terrain scene by generating perspective images for a pair of eyes with a horizontal parallax. The left-eye image is generated using a fast ray casting algorithm accelerated by exploiting a specific ray coherence method in the voxel-based terrain scene. The right-eye image is obtained by exploiting the frame coherence between the two views. Most of the pixel values are directly obtained from the left image by reprojection. The remaining pixels are computed by ray casting, while further accelerated with ray coherence. An A-buffer is employed to reduce image error caused by reprojection to non-integer pixel locations. Image-based task partitioning schemes are explored to effectively parallelize our algorithm on a multiprocessor.