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CGF
2010

A Multidirectional Occlusion Shading Model for Direct Volume Rendering

13 years 4 months ago
A Multidirectional Occlusion Shading Model for Direct Volume Rendering
In this paper, we present a novel technique which simulates directional light scattering for more realistic interactive visualization of volume data. Our method extends the recent directional occlusion shading model by enabling light source positioning with practically no performance penalty. Light transport is approximated using a tilted cone-shaped function which leaves elliptic footprints in the opacity buffer during slice-based volume rendering. We perform an incremental blurring operation on the opacity buffer for each slice in front-to-back order. This buffer is then used to define the degree of occlusion for the subsequent slice. Our method is capable of generating high-quality soft shadowing effects, allows interactive modification of all illumination and rendering parameters, and requires no pre-computation. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism --Color, shading, shadowing, and texture
Veronika Soltészová, Daniel Patel, S
Added 09 Dec 2010
Updated 09 Dec 2010
Type Journal
Year 2010
Where CGF
Authors Veronika Soltészová, Daniel Patel, Stefan Bruckner, Ivan Viola
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