We describe a method for exploiting commodity 3D graphics hardware in order to achieve hardware-accelerated high-quality filtering with arbitrary fil-ter kernels. Our approach is based on reordering the evaluation of the filter convolution sum to ac-commodate the way the hardware works. We ex-ploit multiple rendering passes together with the ca-pability of current graphics hardware to index into several textures at the same time (multi-texturing). The method we present is applicable in one, two, and three dimensions. The cases we have been most interested in up to now are two-dimensional recon-struction of object-aligned slices through volumet-ric data, and three-dimensional reconstruction of ar-bitrarily oriented slices. As a fundamental b...
Within this dissertation, a set of algorithmic optimizations are developed, enabling significant per...
Texture mapping has been widely used to improve the quality of 3D rendered images. To reduce the sto...
Performance improvements are always needed in computer graphics. Better performance frees up computa...
We describe a method for exploiting commodity 3D graphics hard-ware in order to achieve hardware-acc...
This paper summarizes several quality issues of an approach for high-quality filtering with arbitrar...
Despite rapid development, modern graphics hardware is still much too slow to render photo-realistic...
We introduce a novel texture-based volume rendering approach that achieves the image quality of the ...
This report explores using GPUs as a platform for performing high performance medical image data pro...
Interactiv e direct v olume rendering has yet been restricted to high-end graphics workstations and ...
Abstract—Nowadays, 3D-image processing of stereovision that uses two camera lenses has been a vibran...
In this paper, we propose a new technique for hardware accelerated multi-resolution geometry synthes...
The paper presents and evaluates a fast graphics hardware-based voxelization method for spatial anal...
In computer graphics, the goal of photorealistic rendering algorithms is to create con-vincing image...
Figure 1: An innite tunnel scene demonstrating the improvement of our method over hardware texture l...
We present a method for volume rendering of regular grids which takes advantage of 3D texture mappin...
Within this dissertation, a set of algorithmic optimizations are developed, enabling significant per...
Texture mapping has been widely used to improve the quality of 3D rendered images. To reduce the sto...
Performance improvements are always needed in computer graphics. Better performance frees up computa...
We describe a method for exploiting commodity 3D graphics hard-ware in order to achieve hardware-acc...
This paper summarizes several quality issues of an approach for high-quality filtering with arbitrar...
Despite rapid development, modern graphics hardware is still much too slow to render photo-realistic...
We introduce a novel texture-based volume rendering approach that achieves the image quality of the ...
This report explores using GPUs as a platform for performing high performance medical image data pro...
Interactiv e direct v olume rendering has yet been restricted to high-end graphics workstations and ...
Abstract—Nowadays, 3D-image processing of stereovision that uses two camera lenses has been a vibran...
In this paper, we propose a new technique for hardware accelerated multi-resolution geometry synthes...
The paper presents and evaluates a fast graphics hardware-based voxelization method for spatial anal...
In computer graphics, the goal of photorealistic rendering algorithms is to create con-vincing image...
Figure 1: An innite tunnel scene demonstrating the improvement of our method over hardware texture l...
We present a method for volume rendering of regular grids which takes advantage of 3D texture mappin...
Within this dissertation, a set of algorithmic optimizations are developed, enabling significant per...
Texture mapping has been widely used to improve the quality of 3D rendered images. To reduce the sto...
Performance improvements are always needed in computer graphics. Better performance frees up computa...