Abstract
Ray-casting has been shown to be an excellent technique for rendering volume data. This paper describes a new ray-casting algorithm that employs the concept of progressive refinement for volume rendering. Volume data are embedded into a complete octree, and when the volume data are rendered, the octree is traversed according to a user-defined threshold. By reducing this threshold gradually, we can render increasingly refined images. Ray-casting is used to explore the octree, and a data structure called a sample buffer (SB) is introduced to reduce the time required to render a series of images. With this method, a satisfactory balance between image quality and computation time can be achieved.
Original language | English |
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Pages (from-to) | 277-283 |
Number of pages | 7 |
Journal | Computers and Graphics |
Volume | 17 |
Issue number | 3 |
DOIs | |
Publication status | Published - 1993 Jan 1 |
ASJC Scopus subject areas
- Engineering(all)
- Human-Computer Interaction
- Computer Graphics and Computer-Aided Design