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dc.contributor.authorXue, Daqingen_US
dc.contributor.authorZhang, Caixiaen_US
dc.contributor.authorCrawfis, Rogeren_US
dc.contributor.editorKlaus Mueller and Thomas Ertl and Eduard Groelleren_US
dc.date.accessioned2014-01-29T17:43:15Z
dc.date.available2014-01-29T17:43:15Z
dc.date.issued2005en_US
dc.identifier.isbn3-905673-26-6en_US
dc.identifier.issn1727-8376en_US
dc.identifier.urihttp://dx.doi.org/10.2312/VG/VG05/207-215en_US
dc.description.abstractIn this paper, we examine the performance of the early z-culling feature on current high-end commodity graphics cards and present an isosurface-aided hardware acceleration algorithm for slice-based volume rendering (iSBVR) to maximize its utilization. We analyze the computational models for early z-culling of the texture based volume rendering. We demonstrate that the performance improves with two to four times speedup against an original straightforward SBVR on an ATI 9800 pro display board. As volumetric shaders become increasingly complex, the advantages of fast z-culling will become even more pronounced.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image Generation - Display Algorithms, Viewing Algorithms; I.3.6 [Computer Graphics]: Methodology and Techniques - Interaction techniques. Keywords: slice-based volume rendering, hardware acceleration, isosurface, early z-culling.en_US
dc.titleiSBVR: Isosurface-aided Hardware Acceleration Techniques for Slice-Based Volume Renderingen_US
dc.description.seriesinformationVolume Graphics 2005en_US


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