Ieee Transactions on Visualization and Computer Graphics Ewa Splatting

In this paper, we present a framework for high quality splatting based on elliptical Gaussiansurface and volume data. IEEE Transactions on Visualization and Computer Graphics This work may not be copied or reproduced in whole or in part for any commercial purpose. Permission to copy in whole or in part without payment of fee is granted for nonprofit educational and research purposes provided that all such whole or partial copies include the following: a notice that such copying is by permission of Mitsubishi Electric Research Laboratories, Inc.; an acknowledgment of the authors and individual contributions to the work; and all applicable portions of the copyright notice. Copying, reproduction, or republishing for any other purpose shall require a license with payment of fee to Mitsubishi Electric Research Laboratories, Inc. All rights reserved. Copyright c ©Mitsubishi Electric Research Laboratories, Inc., 2002 201 Broadway, Cambridge, Massachusetts 02139

[1]  James T. Kajiya,et al.  Ray tracing volume densities , 1984, SIGGRAPH.

[2]  Loren C. Carpenter,et al.  The A -buffer, an antialiased hidden surface method , 1984, SIGGRAPH.

[3]  Paul S. Heckbert,et al.  Creating Raster Omnimax Images from Multiple Perspective Views Using the Elliptical Weighted Average Filter , 1986, IEEE Computer Graphics and Applications.

[4]  Marc Levoy,et al.  Display of surfaces from volume data , 1988, IEEE Computer Graphics and Applications.

[5]  Lee Westover,et al.  Interactive volume rendering , 1989, VVS '89.

[6]  Paul S. Heckbert,et al.  Fundamentals of Texture Mapping and Image Warping , 1989 .

[7]  Lee Westover,et al.  Footprint evaluation for volume rendering , 1990, SIGGRAPH.

[8]  Pat Hanrahan,et al.  Hierarchical splatting: a progressive refinement algorithm for volume rendering , 1991, SIGGRAPH.

[9]  Tony DeRose,et al.  Surface reconstruction from unorganized points , 1992, SIGGRAPH.

[10]  Brian Cabral,et al.  Accelerated volume rendering and tomographic reconstruction using texture mapping hardware , 1994, VVS '94.

[11]  M. Levoy,et al.  Fast volume rendering using a shear-warp factorization of the viewing transformation , 1994, SIGGRAPH.

[12]  Xiaoyang Mao,et al.  Splatting of curvilinear volumes , 1995, Proceedings Visualization '95.

[13]  Nelson L. Max,et al.  Optical Models for Direct Volume Rendering , 1995, IEEE Trans. Vis. Comput. Graph..

[14]  Markus H. Gross,et al.  Fast Wavelet Based Volume Rendering by Accumulation of Transparent Texture Maps , 1995, Comput. Graph. Forum.

[15]  Marc Levoy,et al.  A volumetric method for building complex models from range images , 1996, SIGGRAPH.

[16]  Klaus Mueller,et al.  Fast perspective volume rendering with splatting by utilizing a ray-driven approach , 1996, Proceedings of Seventh Annual IEEE Visualization '96.

[17]  Allen Van Gelder,et al.  Direct volume rendering with shading via three-dimensional textures , 1996, Proceedings of 1996 Symposium on Volume Visualization.

[18]  Xiaoyang Mao,et al.  Splatting of Non Rectilinear Volumes Through Stochastic Resampling , 1996, IEEE Trans. Vis. Comput. Graph..

[19]  Leonard McMillan,et al.  Post-rendering 3D warping , 1997, SI3D.

[20]  Klaus Mueller,et al.  An anti-aliasing technique for splatting , 1997 .

[21]  Klaus Mueller,et al.  Splatting Errors and Antialiasing , 1998, IEEE Trans. Vis. Comput. Graph..

[22]  William J. Dally,et al.  Point Sample Rendering , 1998, Rendering Techniques.

[23]  Richard Szeliski,et al.  Layered depth images , 1998, SIGGRAPH.

[24]  Roger Crawfis,et al.  Eliminating popping artifacts in sheet buffer-based splatting , 1998 .

[25]  Michael E. Goss,et al.  Opacity-weighted color interpolation for volume sampling , 1998, IEEE Symposium on Volume Visualization (Cat. No.989EX300).

[26]  Klaus Mueller,et al.  Splatting without the blur , 1999, Proceedings Visualization '99 (Cat. No.99CB37067).

[27]  Norman P. Jouppi,et al.  Z3: an economical hardware technique for high-quality antialiasing and transparency , 1999, Workshop on Graphics Hardware.

[28]  Marc Levoy,et al.  The digital Michelangelo project: 3D scanning of large statues , 2000, SIGGRAPH.

[29]  Marc Levoy,et al.  The Use of Points as a Display Primitive , 2000 .

[30]  Marc Levoy,et al.  QSplat: a multiresolution point rendering system for large meshes , 2000, SIGGRAPH.

[31]  Matthias Zwicker,et al.  Surfels: surface elements as rendering primitives , 2000, SIGGRAPH.

[32]  Matthias Zwicker,et al.  EWA volume splatting , 2001, Proceedings Visualization, 2001. VIS '01..

[33]  Matthias Zwicker,et al.  Surface splatting , 2001, SIGGRAPH.