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dc.contributor.authorNysjö, F.en_US
dc.contributor.authorMalmberg, F.en_US
dc.contributor.authorNyström, I.en_US
dc.contributor.editorBenes, Bedrich and Hauser, Helwigen_US
dc.date.accessioned2020-05-22T12:24:41Z
dc.date.available2020-05-22T12:24:41Z
dc.date.issued2020
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.13762
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13762
dc.description.abstractReal‐time virtual reality requires efficient rendering methods to deal with high‐ resolution stereoscopic displays and low latency head‐tracking. Our proposed RayCaching method renders isosurfaces of large volume datasets by amortizing raycasting over several frames and caching primary rays as small bricks that can be efficiently rasterized. An occupancy map in form of a clipmap provides level of detail and ensures that only bricks corresponding to visible points on the isosurface are being cached and rendered. Hard shadows and ambient occlusion from secondary rays are also accumulated and stored in the cache. Our method supports real‐time isosurface rendering with dynamic isovalue and allows stereoscopic visualization and exploration of large volume datasets at framerates suitable for virtual reality applications.en_US
dc.publisher© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltden_US
dc.subjectray tracing
dc.subjectrendering
dc.subjectpoint‐based graphics
dc.subjectrendering
dc.subjectimmersive VR
dc.subjectvirtual environments
dc.subject•Computing methodologies → Ray tracing; Visibility; Point‐based models; Virtual reality
dc.titleRayCaching: Amortized Isosurface Rendering for Virtual Realityen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersArticles
dc.description.volume39
dc.description.number1
dc.identifier.doi10.1111/cgf.13762
dc.identifier.pages220-230


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