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Based on course notes of SIGGRAPH course teaching techniques for
real-time rendering of volumetric data and effects; covers both
applications in scientific visualization and real-time rendering.
Starts with the basics (texture-based ray casting) and then
improves and expands the algorithms incrementally. Book includes
source code, algorithms, diagrams, and rendered graphics.
In traditional computer graphics, 3D objects are created using
high-level surface representations such as polygonal meshes, NURBS
patches, or subdivision surfaces. However, these methods often do
not account for light interaction that is taking place in the
atmosphere or in the interior of an object. Contrary to surface
rendering, volume rendering describes a wide range of techniques
for generating images from 3D scalar data. These techniques
generate high-quality images of volumetric objects in real time,
including local and global illumination effects. This book provides
the basic theory and practical examples needed to work with volume
graphics by taking advantage of today's graphics hardware to
produce stunning results in real time.
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