Adding shadows to a texture-based volume renderer
Uwe D. Behrens, Ralf Ratering · 1998
Texture-breed volume rendering is a technique to efficiently vistiti volumetric data using texture mapping hardware.k this paper we present nn rdgorithm, that extends this approach to render shadows for the voltuna The rdgonthrn takes advantage of&t framebuffer opemdons modem graphics hardware offers, but does not depend on zIy spdd purpose hardware.The visti impression of the M image is si@cantiy improved by brii.gingmore structure and tbree~ensioti information into the often foggyish appearance of texture-bti volume renderings.Mtiough the ~goriti d~not wrform fighting dctindons, tie redting image has a shaded appearance, which is a Mer IM we to spatird understanding of the data and lets the images appear more re*tic.As crddating the shadows is independent of the vis-tion process it can be appfied to any form of volume vis-ou tiough volume rendering based on tw~or three-ensioti texture mapping hardware m-the most sense.Compared to unshadowed texture-based volume rendering, ~rformanm decreases by less than 50%, which is SW sticient to guarantee interactive mnniptition of the volume U h the specird case where ordy the camera is moving whh the fight position M to the scene there is no ~rforrnm~deb=e at ~, because rd~tion has only to be done if tie position of the Eght source with res~t to h volume Ctiga CR Q@ris and Subj=t _ptors: L33 [Computer Graphics]: Picturehage Genemtion -Viewing dgori~, L3.3 [Computer Graphi=]: Pictiage Generadon -Bhmap and framebuffer opemtiox L3.7 [Computer Graphics]: Three-DmensioA Graptics and-m-Color, shading, shadowing, and texture Addititi =JWO* volume rendering, shadow rdgorithrns, texture-breed volume rendering, image compositing ...