Interactive Volumetric Lighting Simulating Scattering and Shadowing
2010 (English)In: Pacific Visualization Symposium (PacificVis), 2010 IEEE, IEEE , 2010, 169-176 p.Conference paper (Refereed)
In this paper we present a volumetric lighting model, which simulates scattering as well as shadowing in order to generate high quality volume renderings at interactive frame rates. By approximating light transport in inhomogeneous participating media, we are able to come up with an efficient GPU implementation, which allows the simulation of scattering and shadowing at interactive frame rates. Moreover, in many cases the frame rates are even higher as those achieved with conventional gradient-based shading. To evaluate the impact of the proposed illumination model on the spatial comprehension of volumetric objects, we have conducted a user study, in which the participants had to perform depth perception tasks. The results of this study show, that depth perception is significantly improved when comparing our illumination model to conventional gradient-based volume shading. Additionally, since our volumetric illumination model is not based on gradient calculation, it is also less sensitive to noise and therefore also applicable to imaging modalities incorporating a higher degree of noise, as for instance magnet resonance tomography or 3D ultrasound.
Place, publisher, year, edition, pages
IEEE , 2010. 169-176 p.
Computer and Information Science
IdentifiersURN: urn:nbn:se:liu:diva-92879DOI: 10.1109/PACIFICVIS.2010.5429594ISBN: e-978-1-4244-6686-3ISBN: 978-1-4244-6685-6OAI: oai:DiVA.org:liu-92879DiVA: diva2:623420
IEEE Pacific Visualization Symposium (PacificVis), 2-5 March 2010, Taipei, Taiwan