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By Ainouche A., Schiermeyer I.

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218] include shadow computations in 3D texture slicing by using a common slicing direction for simultaneously accumulating the weights for shadowing and the color and opacity contributions for the final image. In this way, only little computational and memory costs are added to the costs of emission-absorption rendering. Zhang and Crawfis [504, 505] independently developed a similar shadowing method for splatting. One step further toward optical realism is to add translucent light transport within a volume, taking into account multiple scattering.

Other approaches to accelerate splatting include opacity-based culling according to Mueller et al. [296], post-convolution described by Neophytou and Mueller [304], and hierarchical splatting investigated by Hopf et al. [171]. Vega-Higuera et al. [443] describe interactive GPU-based splatting in the context of a medical application. 6 Cell Projection Cell projection is an object-order approach that traverses the cells of a grid and projects them onto the image plane. In general, cell projection is suitable for unstructured grids that may consist of different types of cells.

22] for a thorough discussion of quantization effects. Texture formats with 16-bit or 32-bit resolution can be used to overcome this accuracy problem [110]; here, compositing is performed by ping-pong rendering with these high-resolution textures. 2 2D Texture Slicing 2D texture slicing is an object-order approach tightly related to 3D texture slicing. The main difference is that 2D slicing employs object-aligned slices instead of view-aligned slices. The scalar data set is stored in stacks of 2D textures that fill the entire bounding box of the volume.

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0-Dual Closures for Several Classes of Graphs by Ainouche A., Schiermeyer I.


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