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Index

A-buffer
Visibility Sorting
adaptive transfer func. sampling
Adaptive Transfer Function Sampling to Adaptive Transfer Function Sampling | Ray Integration
attenuation
coefficient
Derivation of the Volume
versus opacity
Linear Interpolation of Opacity
back to front rendering
Piecewise Integration
balanced cell projection
GPU-CPU Balanced Cell Projection to GPU-CPU Balanced Cell Projection
basis graph
GPU Accelerated Projected Tetrahedra
binary space partitioning trees
Visibility Sorting
blending
Opacity and Blending
boundary faces
Cell Traversal
BSP-XMPVO
Visibility Sorting
BSP trees
Visibility Sorting
cell-ray intersections
Practical Implementations of Volume
cells
Introduction | Volume Rendering Overview
connectivity graph
Cell Traversal | Visibility Sorting
linear
Introduction
nonlinear
Introduction | Quick Review of View
cell projection
Volume Rendering Overview | Cell Projection
adaptive trans. func. sampling
Adaptive Transfer Function Sampling to Adaptive Transfer Function Sampling | Ray Integration
balanced
GPU-CPU Balanced Cell Projection to GPU-CPU Balanced Cell Projection
GATOR
GPU Accelerated Projected Tetrahedra to GPU Accelerated Projected Tetrahedra
projected tetrahedra
Projected Tetrahedra to Projected Tetrahedra
view independent
View Independent Cell Projection to View Independent Cell Projection | Quick Review of View to Quick Review of View
cell sorting
see visibility sorting
classification
Pre-Integration
color computations
Practical Implementations of Volume
color spectrum
Per Wavelength Calculation
complementary error function
Linear Interpolation of Luminance
compositing
Opacity and Blending
conforming mesh
Cell Traversal
connected
Visibility Sorting
connectivity
Volume Rendering Overview
connectivity graph
Cell Traversal | Visibility Sorting
control point
Adaptive Transfer Function Sampling
convex
Projected Tetrahedra | Visibility Sorting
convex hull
Visibility Sorting
DAG
Visibility Sorting
Dawson's integral
Linear Interpolation of Luminance
Delaunay triangulation
Visibility Sorting
depth sorting
see visibility sorting
directed acyclic graph
Visibility Sorting
direct volume visualization
Introduction
$ \mathrm{erf}$
Linear Interpolation of Volume
$ \mathrm{erfc}$
Linear Interpolation of Luminance
$ \mathrm{erfi}$
Linear Interpolation of Volume
error function
Linear Interpolation of Volume
complementary
Linear Interpolation of Luminance
imaginary
Linear Interpolation of Volume
external faces
Cell Traversal
faces
external
Cell Traversal
internal
Cell Traversal
fragment
Proposed Graphics Hardware Extension
fragment processing
Proposed Graphics Hardware Extension | Color Computations
frame buffer
Proposed Graphics Hardware Extension
front to back rendering
Piecewise Integration
ganglion cell
Cell Boundary Smoothness
GATOR
GPU Accelerated Projected Tetrahedra to GPU Accelerated Projected Tetrahedra
Gaussian
Gaussian Attenuation
geometric processing
Proposed Graphics Hardware Extension | Cell-Ray Intersections
geometry
Volume Rendering Overview
glow
Glow Parameter
gradient
View Independent Cell Projection
graphics hardware
volume rendering
Proposed Graphics Hardware Extension to Proposed Graphics Hardware Extension
graphics pipeline
Proposed Graphics Hardware Extension
grid
see mesh
hole
Visibility Sorting
image-order rendering
Ray Casting
image blending
Opacity and Blending
image compositing
Opacity and Blending
imaginary error function
Linear Interpolation of Volume
intensity
Derivation of the Volume
internal faces
Cell Traversal
linear cells
see cells, linear
luminance
Derivation of the Volume
Mach bands
Average Luminance and Attenuation | Cell Boundary Smoothness
mesh
Volume Rendering Overview
cell
Volume Rendering Overview
conforming
Cell Traversal
connected
Visibility Sorting
connectivity
Volume Rendering Overview
convex
Visibility Sorting
geometry
Volume Rendering Overview
hole
Visibility Sorting
rectilinear
Volume Rendering Overview
structured
Volume Rendering Overview
topology
Volume Rendering Overview
uniform
Volume Rendering Overview
unstructured
Introduction | Volume Rendering Overview
vertex
Volume Rendering Overview
MPVO
Visibility Sorting
MPVOC
Visibility Sorting
MPVONC
Visibility Sorting
multiple scattering
Derivation of the Volume
nonlinear cells
see cells, nonlinear
normal distribution
see Gaussian
object-aligned slicing
Rectilinear Grid Resampling
object-order rendering
Cell Projection
opacity
Opacity and Blending | Linear Interpolation of Opacity
versus attenuation
Linear Interpolation of Opacity
optical model
The Volume Rendering Integral
order independent
Only Attenuation
ostrich algorithm
Visibility Sorting
over operator
Opacity and Blending
partial pre-integration
Computing $ \Psi $
pixel
Proposed Graphics Hardware Extension
Porter and Duff
Opacity and Blending
power distance
Visibility Sorting
pre-integration
Pre-Integration
primitive
Proposed Graphics Hardware Extension
projected tetrahedra
Projected Tetrahedra to Projected Tetrahedra
Psi clipping
Domain of $ \Psi $
R-buffer
Visibility Sorting
rasterization
Cell Projection
rasterize
Proposed Graphics Hardware Extension | Quick Review of View
ray casting
Volume Rendering Overview | Ray Casting
ray tracing
Ray Casting
rectilinear mesh
Volume Rendering Overview
RGB color space
Per Wavelength Calculation
Riemann sum
Completely Homogeneous | Riemann Sum
scattering
Derivation of the Volume
screen door transparency
Visibility Sorting
shadowing
Derivation of the Volume
shear-warp factorization
Rectilinear Grid Resampling
simple
Projected Tetrahedra
simplex
Projected Tetrahedra
structured mesh
Volume Rendering Overview
sweep
Sweeping
line
Sweeping
plane
Sweeping | Visibility Sorting
topology
Volume Rendering Overview
transfer function
Gaussian Attenuation | Pre-Integration
under operator
Opacity and Blending
uniform mesh
Volume Rendering Overview
unstructured mesh
Volume Rendering Overview
vertex
Volume Rendering Overview | Proposed Graphics Hardware Extension
view-aligned slicing
Rectilinear Grid Resampling
view independent cell projection
View Independent Cell Projection to View Independent Cell Projection | Quick Review of View to Quick Review of View
visibility cycle
Visibility Sorting
visibility sorting
Only Attenuation | Visibility Sorting to Visibility Sorting
BSP-XMPVO
Visibility Sorting
BSP Trees
Visibility Sorting
MPVO
Visibility Sorting
MPVOC
Visibility Sorting
MPVONC
Visibility Sorting
XMPVO
Visibility Sorting
volume model
Derivation of the Volume to Derivation of the Volume
volume rendering
Introduction
hardware accelerated
see graphics hardware, volume rendering
volume rendering integral
The Volume Rendering Integral to Linear Interpolation of Volume
closed forms
Closed Forms of the to Linear Interpolation of Volume
derivation
Derivation of the Volume to Derivation of the Volume
equation for
Derivation of the Volume to Derivation of the Volume
model
Derivation of the Volume to Derivation of the Volume
properties
Properties of the Volume to Piecewise Integration
voxel
Introduction | Volume Rendering Overview
wavelength
Per Wavelength Calculation
XMPVO
Visibility Sorting
z-buffer algorithm
Visibility Sorting
ZSWEEP
ZSWEEP | ZSWEEP to ZSWEEP



Kenneth D Moreland 2004-07-16