Based on course notes of SIGGRAPH course teaching techniques for real-time rendering of volumetric data and effects; covers both applications in scientific visualization and real-time rendering. Starts with the basics (texture-based ray casting) and then improves and expands the algorithms incrementally. Book includes source code, algorithms, diagr
Autorentext
Klaus Engel, Markus Hadwiger, Joe M. Kniss, Christof Rezk-Salama and Daniel Weiskopf
Inhalt
Preface, 1. Theoretical Background and Basic Approaches, 2. GPU Programming, 3. Basic GPU-Based Volume Rendering, 4. Transfer Functions, 5. Local Volume Illumination, 6. Global Volume Illumination, 7. GPU-Based Ray Casting, 8. Improving Performance, 9. Improving Image Quality, 10. Transfer Functions Reloaded, 11. Game Developer's Guide to Volume Graphics, 12. Volume Modeling, 13. Volume Deformation and Animation, 14. Non-Photorealistic and Illustrative Techniques, 15. Volume Clipping, 16. Segmented Volume Data, 17. Large Volume Data, Bibliography