Abstract
The various techniques used for splatting were combined with principles of raycasting to yield a ray-driven splatting approach. Splats were suspended in object space, creating a splat at every voxel. Rays were spawned to transverse the space and intersect the splats. An efficient and accurate way of intersecting and addressing the splats was described. Not only is ray-driven splatting inherently insensitive to the complexity of the perspective viewing transform, it also offers acceleration methods such as early ray termination and bounding volumes, which are methods that traditional voxel driven splatting cannot benefit from. This results in competitive performance for parallel projection, and superior performance for perspective projection.
| Original language | English |
|---|---|
| Pages | 65-72 |
| Number of pages | 8 |
| DOIs | |
| State | Published - 1996 |
| Event | Proceedings of the 1996 IEEE Visualization Conference - San Francisco, CA, USA Duration: Oct 27 1996 → Nov 1 1996 |
Conference
| Conference | Proceedings of the 1996 IEEE Visualization Conference |
|---|---|
| City | San Francisco, CA, USA |
| Period | 10/27/96 → 11/1/96 |
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