A Multidirectional Occlusion Shading Model for Direct Volume Rendering

Veronika Šoltészová, Daniel Patel, Stefan Bruckner, Ivan Viola
A Multidirectional Occlusion Shading Model for Direct Volume Rendering
Computer Graphics Forum, 29(3):883-891, June 2010. [Paper]

Information

Abstract

In this paper, we present a novel technique which simulates directional light scattering for more realistic interactive visualization of volume data. Our method extends the recent directional occlusion shading model by enabling light source positioning with practically no performance penalty. Light transport is approximated using a tilted cone-shaped function which leaves elliptic footprints in the opacity buffer during slice-based volume rendering. We perform an incremental blurring operation on the opacity buffer for each slice in front-to-back order. This buffer is then used to define the degree of occlusion for the subsequent slice. Our method is capable of generating high-quality soft shadowing effects, allows interactive modification of all illumination and rendering parameters, and requires no pre-computation.

Additional Files and Images

Additional images and videos

Image: Multidirectional Occlusion Shading Model for Direct Volume Rendering

Additional files

Video: Demonstration

Weblinks

BibTeX

@article{solteszova-2010-MOS,
  title =      "A Multidirectional Occlusion Shading Model for Direct Volume
               Rendering",
  author =     "Veronika {v S}olt{' e}szov{'a} and Daniel Patel and Stefan
               Bruckner and Ivan Viola",
  year =       "2010",
  abstract =   "In this paper, we present a novel technique which simulates
               directional light scattering for more realistic interactive
               visualization of volume data. Our method extends the recent
               directional occlusion shading model by enabling light source
               positioning with practically no performance penalty. Light
               transport is approximated using a tilted cone-shaped
               function which leaves elliptic footprints in the opacity
               buffer during slice-based volume rendering. We perform an
               incremental blurring operation on the opacity buffer for
               each slice in front-to-back order. This buffer is then used
               to define the degree of occlusion for the subsequent slice.
               Our method is capable of generating high-quality soft
               shadowing effects, allows interactive modification of all
               illumination and rendering parameters, and requires no
               pre-computation.",
  month =      jun,
  journal =    "Computer Graphics Forum",
  number =     "3",
  volume =     "29",
  pages =      "883--891",
  keywords =   "global illumination, volume rendering, shadows, optical
               model",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2010/solteszova-2010-MOS/",
}