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Extinction-Based Shading and Illumination in GPU Volume Ray-Casting.
Philipp Schlegel
Maxim Makhinya
Renato Pajarola
Published in:
IEEE Trans. Vis. Comput. Graph. (2011)
Keyphrases
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ray casting
volume rendering
gpu implementation
volume data
single image
graphics hardware
shape from shading
direct volume rendering
computer graphics
real time
light source
lighting conditions
illumination conditions
implicit surfaces
ray tracing
texture mapping
d scene
general purpose