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Simulating the distribution of light in virtual environments to generate photorealistic images has become increasingly important for numerous applications in the field of computer graphics. Nevertheless, the off-line rendering of special effects for the film industry or visualizations for education, architecture, and engineering quite often takes minutes or even hours for a single frame. Especially...
We present a new algorithm for rendering very large volume data sets at interactive frame rates on standard PC hardware. The algorithm accepts scalar data sampled on a regular grid as input. The input data is converted into a compressed hierarchical wavelet representation in a preprocessing step. During rendering, the wavelet representation is decompressed on-the-fly and rendered using hardware texture...
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