Pipeline rendering: interaction and realism through hardware-based multi-pass rendering
Pipeline rendering: interaction and realism through hardware-based multi-pass rendering
Illustrating transparent surfaces with curvature-directed strokes
Proceedings of the 7th conference on Visualization '96
Eliminating popping artifacts in sheet buffer-based splatting
Proceedings of the conference on Visualization '98
Two-level volume rendering — fusing MIP and DVR
Proceedings of the conference on Visualization '00
Hardware-accelerated parallel non-photorealistic volume rendering
NPAR '02 Proceedings of the 2nd international symposium on Non-photorealistic animation and rendering
Non-photorealistic computer graphics: modeling, rendering, and animation
Non-photorealistic computer graphics: modeling, rendering, and animation
Volume clipping via per-fragment operations in texture-based volume visualization
Proceedings of the conference on Visualization '02
Non-photorealistic volume rendering using stippling techniques
Proceedings of the conference on Visualization '02
Conveying the 3D Shape of Smoothly Curving Transparent Surfaces via Texture
IEEE Transactions on Visualization and Computer Graphics
Multidimensional Transfer Functions for Interactive Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Transparency and Antialiasing Algorithms Implemented with the Virtual Pixel Maps Technique
IEEE Computer Graphics and Applications
Illustrative Interactive Stipple Rendering
IEEE Transactions on Visualization and Computer Graphics
Interactive volume rendering based on a "bubble model"
GRIN'01 No description on Graphics interface 2001
Transparency for computer synthesized images
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
Enhancing Transparent Skin Surfaces with Ridge and Valley Lines
VIS '95 Proceedings of the 6th conference on Visualization '95
ACM SIGGRAPH 2003 Papers
Multi-fragment effects on the GPU using the k-buffer
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Volume Splitting and Its Applications
IEEE Transactions on Visualization and Computer Graphics
Multi-layer volume ray casting on GPU
VG'10 Proceedings of the 8th IEEE/EG international conference on Volume Graphics
Luggage visualization and virtual unpacking
Proceedings of the Workshop at SIGGRAPH Asia
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We present the concept of volumetric depth-peeling. The proposed method is conceived to render interior and exterior iso-surfaces for a fixed iso-value and to blend them without the need to render the volume multiple times. The main advantage of our method over pre-integrated volume rendering is the ability to extract arbitrarily many iso-layers for the given iso-value. Up to now, pre-integrated volume rendering is only capable of visualizing the nearest two (front and back-faced) iso-surfaces. A further gain of our algorithm is the rendering speed, since it does not depend on the number of layers to be extracted, as for previousdepth-peeling methods. We rather exploit the natural slicing order of 3D texturing to circumvent the handicap of storing intermediate layers in textures, as done in polygonal-baseddepth-peeling approaches. We are further capable of rapidly previewing the volume data, when only few context information about the concerning dataset is available. An important example of use in the area of non-photorealistic rendering is given, where we can distinguish between visible and hidden silhouettes, which are important elements in stylization. By using standard OpenGL extensions, we allow the exploration of spatial relationships in the volume-at interactive rates- in hardware.