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Displaying 1-8 out of 8 total
Ambient Volume Scattering
Found in: IEEE Transactions on Visualization and Computer Graphics
By Marco Ament,Filip Sadlo,Daniel Weiskopf
Issue Date:December 2013
pp. 2936-2945
We present ambient scattering as a preintegration method for scattering on mesoscopic scales in direct volume rendering. Far-range scattering effects usually provide negligible contributions to a given location due to the exponential attenuation with incre...
 
Low-Pass Filtered Volumetric Shadows
Found in: IEEE Transactions on Visualization and Computer Graphics
By Marco Ament,Filip Sadlo,Carsten Dachsbacher,Daniel Weiskopf
Issue Date:February 2015
pp. 1
We present a novel and efficient method to compute volumetric soft shadows for interactive direct volume visualization to improve the perception of spatial depth. By direct control of the softness of volumetric shadows, disturbing visual patterns due to ha...
 
Interactive Visualization and Simulation of Astronomical Nebulae
Found in: Computing in Science & Engineering
By Stephan Wenger,Marco Ament,Wolfgang Steffen,Nico Koning,Daniel Weiskopf,Marcus Magnor
Issue Date:May 2012
pp. 78-87
Interactive visualization and simulation of astrophysical phenomena help astronomers and enable digital planetariums and television documentaries to take their spectators on a journey into deep space to explore the astronomical wonders of our universe in 3...
 
Direct Interval Volume Visualization
Found in: IEEE Transactions on Visualization and Computer Graphics
By Marco Ament, Daniel Weiskopf, Hamish Carr
Issue Date:November 2010
pp. 1505-1514
We extend direct volume rendering with a unified model for generalized isosurfaces, also called interval volumes, allowing a wider spectrum of visual classification. We generalize the concept of scale-invariant opacity—typical for isosurface rend...
 
Sort-First Parallel Volume Rendering
Found in: IEEE Transactions on Visualization and Computer Graphics
By Brendan Moloney, Marco Ament, Daniel Weiskopf, Torsten Möller
Issue Date:August 2011
pp. 1164-1177
Sort-first distributions have been studied and used far less than sort-last distributions for parallel volume rendering, especially when the data are too large to be replicated fully. We demonstrate that sort-first distributions are not only a viable metho...
 
Ambient Volume Scattering
Found in: IEEE Transactions on Visualization and Computer Graphics
By Marco Ament,Filip Sadlo,Daniel Weiskopf
Issue Date:December 2013
pp. 2936-2945
We present ambient scattering as a preintegration method for scattering on mesoscopic scales in direct volume rendering. Far-range scattering effects usually provide negligible contributions to a given location due to the exponential attenuation with incre...
 
A Parallel Preconditioned Conjugate Gradient Solver for the Poisson Problem on a Multi-GPU Platform
Found in: Parallel, Distributed, and Network-Based Processing, Euromicro Conference on
By Marco Ament, Gunter Knittel, Daniel Weiskopf, Wolfgang Strasser
Issue Date:February 2010
pp. 583-592
We present a parallel conjugate gradient solver for the Poisson problem optimized for multi-GPU platforms. Our approach includes a novel heuristic Poisson preconditioner well suited for massively-parallel SIMD processing. Furthermore, we address the proble...
 
Refractive radiative transfer equation
Found in: ACM Transactions on Graphics (TOG)
By Christoph Bergmann, Daniel Weiskopf, Marco Ament
Issue Date:March 2014
pp. 1-22
We introduce a refractive radiative transfer equation to the graphics community for the physically based rendering of participating media that have a spatially varying index of refraction. We review principles of geometric nonlinear optics that are crucial...
     
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