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  Contents
- 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
-
- Linear Interpolation of Volume
-
- Linear Interpolation of Luminance
-
- 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
- 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
- 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