An ew sampling scheme for slice based volume rendering The definitive version is available atdiglib.eg.org

Jens Krüger · 2010

In this paper we present a novel approach to generate proxy geometry for slice based volume rendering. The basic idea is derived from the behavior of a ray-caster and is a simple extension of the well known 2D object-aligned texture stack based technique. From this our novel scheme inherits the advantage that it enables hardware-based volume rendering for devices that do not support 3D textures .O n these devices previous object-aligned 2D texture based approaches suffered from disturbing view angle dependent stack-switching artifacts which are avoided by our novel method. Our approach also shows benefits compared t ot he widely used view aligned slicing algorithm as it avoids jagged boundary artifacts and increases performance.

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