The Wavelet Digest Homepage
Return to the homepage
Search the complete Wavelet Digest database
Help about the Wavelet Digest mailing list
About the Wavelet Digest
The Digest The Community
 Latest Issue  Back Issues  Events  Gallery
The Wavelet Digest
   -> Volume 4, Issue 5

Preprint: Fast Wavelet Based Volume Rendering by Accumulation...
images/spacer.gifimages/spacer.gif Reply into Digest
Previous :: Next  
Author Message
Lars Lippert

PostPosted: Tue Dec 03, 2002 11:34 am    
Subject: Preprint: Fast Wavelet Based Volume Rendering by Accumulation...
Reply with quote

Preprint: Fast Wavelet Based Volume Rendering by Accumulation...

Title: Fast Wavelet Based Volume Rendering by
Accumulation of Transparent Texture Maps

Preprint & figures available by anonymous ftp from
Directory: /doc/tech-reports/1995

Report-No: 228

Authors: L. Lippert, M. H. Gross

In the this paper, a new method for fast and accurate volume
intensity and color integration is elaborated, which employs
wavelet decompositions and texture mapping. At this point,
it comprises and unifies the advantages of recently
introduced Fourier domain volume rendering techniques and
wavelet based volume rendering. Specifically, the method
computes analytic solutions of the ray intensity integral
through a single wavelet by slicing its Fourier transform
and by backprojecting it into the spatial domain. The
resulting slices can be considered as RGB textures where R,
G and B account for the decomposed volume color function.
Due to the similarity of the basis functions, the
computation of the texture map has to be figured out only
once for each 3D mother wavelet. Hence, the final volume
rendering procedure turns out to be a superposition of self-
similar, transparent and colored textures, which is
supported by modern hardware accumulation buffers. Linear
shading and attenuation can be introduced by modifications
of the wavelet's Fourier transform.

The main advantages of this method are the provision of accu-
rate solutions and quantification of error bounds, the ab
sence of any expensive prefiltering and the independence of
the computational costs from the image resolution. Further
more, any required discretization, such as the resolution of
the basis textures is defined within the computational frame
work of the wavelet transform. The method is not restricted
to a specific type of wavelet unless is provides an analytic
Fourier description, such as any B-spline wavelets do.


Lars Lippert, Computer Graphics Research Group, Institute for
Information Systems Swiss Federal Institute of Technology Zuerich,
Tel.: +41-1-632 71 21, Email:, Fax : +41-1-632 11 72
All times are GMT + 1 Hour
Page 1 of 1

Jump to: 

disclaimer -
Powered by phpBB

This page was created in 0.025755 seconds : 18 queries executed : GZIP compression disabled