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Helwig Hauser, Lukas Mroz, Gian Italo Bischi, M. Eduard Gröller, "TwoLevel Volume Rendering," IEEE Transactions on Visualization and Computer Graphics, vol. 7, no. 3, pp. 242252, JulySeptember, 2001.  
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@article{ 10.1109/2945.942692, author = {Helwig Hauser and Lukas Mroz and Gian Italo Bischi and M. Eduard Gröller}, title = {TwoLevel Volume Rendering}, journal ={IEEE Transactions on Visualization and Computer Graphics}, volume = {7}, number = {3}, issn = {10772626}, year = {2001}, pages = {242252}, doi = {http://doi.ieeecomputersociety.org/10.1109/2945.942692}, publisher = {IEEE Computer Society}, address = {Los Alamitos, CA, USA}, }  
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TY  JOUR JO  IEEE Transactions on Visualization and Computer Graphics TI  TwoLevel Volume Rendering IS  3 SN  10772626 SP242 EP252 EPD  242252 A1  Helwig Hauser, A1  Lukas Mroz, A1  Gian Italo Bischi, A1  M. Eduard Gröller, PY  2001 KW  Visualization KW  volume rendering KW  dynamical systems KW  medical applications. VL  7 JA  IEEE Transactions on Visualization and Computer Graphics ER   
Abstract—In this paper, we present a twolevel approach for volume rendering, i.e., twolevel volume rendering, which allows for selectively using different rendering techniques for different subsets of a 3D data set. Different structures within the data set are rendered locally on an objectbyobject basis by either DVR, MIP, surface rendering, value integration (xraylike images), or nonphotorealistic rendering. All the results of subsequent object renderings are combined globally in a merging step (usually compositing in our case). This allows us to selectively choose the most suitable technique for depicting each object within the data while keeping the amount of information contained in the image at a reasonable level. This is especially useful when inner structures should be visualized together with semitransparent outer parts, similar to the focuspluscontext approach known from information visualization. We also present an implementation of our approach which allows us to explore volumetric data using twolevel rendering at interactive frame rates.
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