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A Data Structure for Real-time Volume Ray Casting
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  • A Data Structure for Real-time Volume Ray Casting
  • A Data Structure for Real-time Volume Ray Casting
저자명
임석현,신병석,Lim. Suk-Hyun,Shin. Byeong-Seok
간행물명
컴퓨터그래픽스학회논문지
권/호정보
2005년|11권 1호|pp.40-49 (10 pages)
발행정보
한국컴퓨터그래픽스학회
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정기간행물|ENG|
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이 논문은 한국과학기술정보연구원과 논문 연계를 통해 무료로 제공되는 원문입니다.
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기타언어초록

Several optimization techniques have been proposed for volume ray casting, but these cannot achieve real-time frame rates. In addition, it is difficult to apply them to some applications that require perspective projection. Recently, hardware-based methods using 3D texture mapping are being used for real-time volume rendering. Although rendering speed approaches real time, the larger volumes require more swapping of volume bricks for the limited texture memory. Also, image quality deteriorates compared with that of conventional volume ray casting. In this paper, we propose a data structure for real-time volume ray casting named PERM (Precomputed dEnsity and gRadient Map). The PERM stores interpolated density and gradient vector for quantized cells. Since the information requiring time-consuming computations is stored in the PERM, our method can ensure interactive frame rates on a consumer PC platform. Our method normally produces high-quality images because it is based on conventional volume ray casting.