Abstract

We present a new algorithm for rendering very large volume data sets at interactive frame rates on standard PC hardware. The algorithm accepts scalar data sampled on a regular grid as input. The input data is converted into a compressed hierarchical wavelet representation in a preprocessing step. During rendering, the wavelet representation is decompressed on-the-fly and rendered using hardware texture mapping. The level of detail used for rendering is adapted to the local frequency spectrum of the data and its position relative to the viewer. Using a prototype implementation of the algorithm we were able to perform an interactive walkthrough of large data sets such as the visible human on a single off-the-shelf PC.

Keywords:
Computer science Rendering (computer graphics) Computer graphics (images) Computer vision Wavelet Texture memory 3D rendering Software walkthrough Artificial intelligence Voxel Software rendering Computer graphics Software 3D computer graphics Software system

Metrics

116
Cited By
17.33
FWCI (Field Weighted Citation Impact)
35
Refs
0.99
Citation Normalized Percentile
Is in top 1%
Is in top 10%

Citation History

Topics

Computer Graphics and Visualization Techniques
Physical Sciences →  Computer Science →  Computer Graphics and Computer-Aided Design
Advanced Vision and Imaging
Physical Sciences →  Computer Science →  Computer Vision and Pattern Recognition
Data Visualization and Analytics
Physical Sciences →  Computer Science →  Computer Vision and Pattern Recognition

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