Real-time volume graphics
Real-time volume graphics [electronic resource] /
Klaus Engel ... [et al.].
- Wellesley, Mass. : A.K. Peters, Ltd., c2006.
- xvii, 497 p. : ill. (some col.).
Includes bibliographical references (p. 461-488) and index.
1. Theoretical background and basic approaches -- 2. GPU programming -- 3. Basic GPU-based volume rendering -- 4. Transfer functions -- 5. Local volume illumination -- 6. Global volume illumination -- 7. GPU-based ray casting -- 8. Improving performance -- 9. Improving image quality -- 10. Transfer functions reloaded -- 11. Game developer's guide to volume graphics -- 12. Volume modeling -- 13. Volume deformation and animation -- 14. Non-photorealistic and illustrative techniques -- 15. Volume clipping -- 16. Segmented volume data -- 17. Large volume data.
Mode of access: World Wide Web.
9781439864296 (ebook : PDF)
Computer graphics.
Three-dimensional display systems.
Electronic books.
Includes bibliographical references (p. 461-488) and index.
1. Theoretical background and basic approaches -- 2. GPU programming -- 3. Basic GPU-based volume rendering -- 4. Transfer functions -- 5. Local volume illumination -- 6. Global volume illumination -- 7. GPU-based ray casting -- 8. Improving performance -- 9. Improving image quality -- 10. Transfer functions reloaded -- 11. Game developer's guide to volume graphics -- 12. Volume modeling -- 13. Volume deformation and animation -- 14. Non-photorealistic and illustrative techniques -- 15. Volume clipping -- 16. Segmented volume data -- 17. Large volume data.
Mode of access: World Wide Web.
9781439864296 (ebook : PDF)
Computer graphics.
Three-dimensional display systems.
Electronic books.