Low-Pass Filtered Volumetric Shadows

We present a novel and efficient method to compute volumetric soft shadows for interactive direct volume visualization to improve the perception of spatial depth. By direct control of the softness of volumetric shadows, disturbing visual patterns due to hard shadows can be avoided and users can adap...

Ausführliche Beschreibung

Bibliographische Detailangaben
Veröffentlicht in:IEEE transactions on visualization and computer graphics. - 1996. - 20(2014), 12 vom: 26. Dez., Seite 2437-46
1. Verfasser: Ament, Marco (VerfasserIn)
Weitere Verfasser: Sadlo, Filip, Dachsbacher, Carsten, Weiskopf, Daniel
Format: Online-Aufsatz
Sprache:English
Veröffentlicht: 2014
Zugriff auf das übergeordnete Werk:IEEE transactions on visualization and computer graphics
Schlagworte:Journal Article Research Support, Non-U.S. Gov't
LEADER 01000naa a22002652 4500
001 NLM252627016
003 DE-627
005 20231224164518.0
007 cr uuu---uuuuu
008 231224s2014 xx |||||o 00| ||eng c
024 7 |a 10.1109/TVCG.2014.2346333  |2 doi 
028 5 2 |a pubmed24n0842.xml 
035 |a (DE-627)NLM252627016 
035 |a (NLM)26356957 
040 |a DE-627  |b ger  |c DE-627  |e rakwb 
041 |a eng 
100 1 |a Ament, Marco  |e verfasserin  |4 aut 
245 1 0 |a Low-Pass Filtered Volumetric Shadows 
264 1 |c 2014 
336 |a Text  |b txt  |2 rdacontent 
337 |a ƒaComputermedien  |b c  |2 rdamedia 
338 |a ƒa Online-Ressource  |b cr  |2 rdacarrier 
500 |a Date Completed 08.12.2015 
500 |a Date Revised 11.09.2015 
500 |a published: Print 
500 |a Citation Status PubMed-not-MEDLINE 
520 |a We present a novel and efficient method to compute volumetric soft shadows for interactive direct volume visualization to improve the perception of spatial depth. By direct control of the softness of volumetric shadows, disturbing visual patterns due to hard shadows can be avoided and users can adapt the illumination to their personal and application-specific requirements. We compute the shadowing of a point in the data set by employing spatial filtering of the optical depth over a finite area patch pointing toward each light source. Conceptually, the area patch spans a volumetric region that is sampled with shadow rays; afterward, the resulting optical depth values are convolved with a low-pass filter on the patch. In the numerical computation, however, to avoid expensive shadow ray marching, we show how to align and set up summed area tables for both directional and point light sources. Once computed, the summed area tables enable efficient evaluation of soft shadows for each point in constant time without shadow ray marching and the softness of the shadows can be controlled interactively. We integrated our method in a GPU-based volume renderer with ray casting from the camera, which offers interactive control of the transfer function, light source positions, and viewpoint, for both static and time-dependent data sets. Our results demonstrate the benefit of soft shadows for visualization to achieve user-controlled illumination with many-point lighting setups for improved perception combined with high rendering speed 
650 4 |a Journal Article 
650 4 |a Research Support, Non-U.S. Gov't 
700 1 |a Sadlo, Filip  |e verfasserin  |4 aut 
700 1 |a Dachsbacher, Carsten  |e verfasserin  |4 aut 
700 1 |a Weiskopf, Daniel  |e verfasserin  |4 aut 
773 0 8 |i Enthalten in  |t IEEE transactions on visualization and computer graphics  |d 1996  |g 20(2014), 12 vom: 26. Dez., Seite 2437-46  |w (DE-627)NLM098269445  |x 1941-0506  |7 nnns 
773 1 8 |g volume:20  |g year:2014  |g number:12  |g day:26  |g month:12  |g pages:2437-46 
856 4 0 |u http://dx.doi.org/10.1109/TVCG.2014.2346333  |3 Volltext 
912 |a GBV_USEFLAG_A 
912 |a SYSFLAG_A 
912 |a GBV_NLM 
912 |a GBV_ILN_350 
951 |a AR 
952 |d 20  |j 2014  |e 12  |b 26  |c 12  |h 2437-46