Author/Authors :
Markus Hadwiger ، نويسنده , , Christian Sigg، نويسنده , , Henning Scharsach، نويسنده , , Khatja Buhler، نويسنده , , Markus Gross، نويسنده ,
Abstract :
This paper presents a real-time rendering pipeline for implicit surfaces defined by a regular volumetric grid
of samples. We use a ray-casting approach on current graphics hardware to perform a direct rendering of the
isosurface. A two-level hierarchical representation of the regular grid is employed to allow object-order and
image-order empty space skipping and circumvent memory limitations of graphics hardware. Adaptive sampling
and iterative refinement lead to high-quality ray/surface intersections. All shading operations are deferred to
image space, making their computational effort independent of the size of the input data. A continuous third-order
reconstruction filter allows on-the-fly evaluation of smooth normals and extrinsic curvatures at any point on the
surface without interpolating data computed at grid points. With these local shape descriptors, it is possible to
perform advanced shading using high-quality lighting and non-photorealistic effects in real-time.