Fundamentals of interactive computer graphics
Fundamentals of interactive computer graphics
Efficient algorithms for 3D scan-conversion of parametric curves, surfaces, and volumes
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Footprint evaluation for volume rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
3D scan-conversion algorithms for voxel-based graphics
I3D '86 Proceedings of the 1986 workshop on Interactive 3D graphics
V-buffer: visible volume rendering
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
A pyramid-based approach to interactive terrain visualization
PRS '93 Proceedings of the 1993 symposium on Parallel rendering
Image based rendering with stable frame rates
Proceedings of the conference on Visualization '00
A Real-Time Photo-Realistic Visual Flythrough
IEEE Transactions on Visualization and Computer Graphics
IEEE Computer Graphics and Applications
Computer
Interactive Stereoscopic Rendering of Voxel-Based Terrain
VR '00 Proceedings of the IEEE Virtual Reality 2000 Conference
Volume sampled voxelization of geometric primitives
VIS '93 Proceedings of the 4th conference on Visualization '93
Pyramidal displacement mapping: a GPU based artifacts-free ray tracing through an image pyramid
Proceedings of the ACM symposium on Virtual reality software and technology
Accelerating voxel-based terrain rendering with keyframe-free image-based rendering
VG'01 Proceedings of the 2001 Eurographics conference on Volume Graphics
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In this paper we present a voxel-based, forward projection algorithm with a pipeline architecture for real-time applications. The multi-sensor capabilities (electro-optical, or visual, and infrared) currently implemented in software have also been applied to non-real-time imaging applications on workstations and minicomputers. Most suited for terrain based applications, the system features haze, imbedded targets, moving objects, smooth shading, and specular reflections.