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VC
2008
143views more  VC 2008»
13 years 5 months ago
A single-pass GPU ray casting framework for interactive out-of-core rendering of massive volumetric datasets
We present an adaptive out-of-core technique for rendering massive scalar volumes employing single pass GPU raycasting. The method is based on the decomposition of a volumetric dat...
Enrico Gobbetti, Fabio Marton, José Antonio...
VMV
2004
185views Visualization» more  VMV 2004»
13 years 6 months ago
Convexification of Unstructured Grids
Unstructured tetrahedral grids are a common data representation of three-dimensional scalar fields. For convex unstructured meshes efficient rendering methods are known. For conca...
Stefan Röttger, Stefan Guthe, Andreas Schiebe...
VISUALIZATION
1998
IEEE
13 years 9 months ago
Progressive tetrahedralizations
This paper describes some fundamental issues for robust implementations of progressively refined tetrahedralizations generated through sequences of edge collapses. We address the ...
Oliver G. Staadt, Markus H. Gross
VIS
2004
IEEE
135views Visualization» more  VIS 2004»
14 years 6 months ago
Adaptive 4-8 Texture Hierarchies
We address the texture level-of-detail problem for extremely large surfaces such as terrain during realtime, view-dependent rendering. A novel texture hierarchy is introduced base...
Kenneth I. Joy, Lok M. Hwa, Mark A. Duchaineau
VISUALIZATION
2002
IEEE
13 years 10 months ago
Rendering The First Star In The Universe - A Case Study
For quantitative examination of phenomena that simultaneously occur on very different spatial and temporal scales, adaptive hierarchical schemes are required. A special numerical ...
Ralf Kähler, Donna Cox, Robert Patterson, Stu...