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Ray casting sparse level sets

Published: 04 August 2012 Publication History

Abstract

This paper presents an interactive rendering method for sparse level sets. A GPU-CPU hybrid ray casting approach is developed to perform a surface extraction of a level set embedded in a signed distance field. The sparseness of the data structure is exploited to allow object-order empty-space skipping. The signed distance nature of the dataset is used to naturally provide adaptive sampling which leads to high quality surface reconstruction. Ray surface intersections are rendered as oriented points with smooth normals computed directly from the dataset. Alternative shading methods are possible after the intersections are found, however, we explicitly use only normals as the main purpose is to have this method work interactively with other similarly shaded objects in the same scene.

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cover image ACM Conferences
DigiPro '12: Proceedings of the Digital Production Symposium
August 2012
80 pages
ISBN:9781450316491
DOI:10.1145/2370919
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 04 August 2012

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  1. interactive
  2. ray casting
  3. sparse level sets

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DigiPro '12
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DigiPro '12: The Digital Production Symposium
August 4, 2012
California, Glendale

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