1 |
DirectX SDK, http://msdn.microsoft.com/enus/directx (accessed Nov., 18, 2014).
|
2 |
CUDA SDK, https://developer.nvidia.com/cuda-zone (accessed Nov., 18, 2014).
|
3 |
Y. Jung, CUDA Parallel Programming, Freelec, Korea, 2011.
|
4 |
F. Hernell, P. Ljung, and A. Tnnerman, “Local Ambient Occlusion in Direct Volume Rendering,” IEEE Transactions on Visualization and Computer Graphics, Vol. 16, No. 4, pp. 548-559, 2010.
DOI
|
5 |
L. Marsalek, A. Hauber, and P. Slusalled, “High-Speed Volume Ray Casting With CUDA,” IEEE Symposium Interactive Ray Triacing 2008, pp. 9-10, 2008.
|
6 |
M. Levoy, "Efficient Ray Tracing of Volume Data," Association for Computing Machinery Transactions on Graphics, Vol. 9, No. 3, pp. 245-261, 1990.
|
7 |
W. Li, K. Mueller, and A. Kaufman, "Empty Space Skipping and Occlusion Clipping for Texture-Based Volume Rendering," Proceeding of IEEE Visualization Conference (2003), pp. 317-324, 2003.
|
8 |
M. Levoy, “Display of Surfaces from Volume Data,” IEEE Computer Graphics and Applications, Vol. 8, No. 3, pp. 29-37. 1988.
DOI
|
9 |
P. SabelIa, “A Rendering Algorithm for Visualizing 3D Scalar Fields,” Proceeding of the 15th Annual Conference on Computer Graphics and Interactive Techniques, pp. 51-58, 1988.
|
10 |
K. Engel, M. Hadwiger, J. M. Kniss, C. Rezk-Salama, and D. Weiskopf, "Real-Time Volume Graphics," Wellesley, Massachusetts, 2006.
|
11 |
N. Max, “Optical Models for Direct Volume Rendering,” IEEE Transactions on Visualization and Computer Graphics, Vol. 1, No. 2, pp. 99-108, 1995.
DOI
|
12 |
C.R. Salama, K. Engel, M. Bauer, G. Greiner, and T. Ertl, “Interactive Volume Rendering on Standard PC Graphics Hardware using Multi-Textures and Multi-Stage Rasterization,” Association for Computing Machinery Special Interest Group on GRAPHics and Interactive Techniques/EuroGraphics Workshop on Graphics Hardware 2000, pp. 109-118, 2000.
|
13 |
J. Kruger and R. Westermann, “Acceleration Techniques for GPU-based Volume Rendering,” Proceeding of IEEE Visualization Conference (2003), pp. 287-292, 2003.
|
14 |
R. Shen and P. Boulanger, “HardwareAccelerated Volume Rendering for Real-Time Medical Data Visualization,” Proceeding of the 3rd International Conference on Advances in Visual Computing, pp. 801-810, 2007.
|
15 |
J. Kim and H. Kye, “Acceleration techniques for GPGPU-based Maximum Intensity Projection,” Journal of Korea Multimedia Society, Vol. 14, No. 8, pp. 981-991, 2011.
DOI
|
16 |
M. Bunnell, GPU Gems 2, M. Pharr, Ed., Addison Wesley, Boston, MA, United States, 2005.
|
17 |
L. Bavoil, M. Sainz, and R. Dimitrov, “Image-Space Horizon-Based Ambient Occlusion,” Association for Computing Machinery Special Interest Group on GRAP Hics and Interactive Techniques 2008 Talks, Article No.22, 2008.
|
18 |
J. Kontkanen and S. Laine, “Ambient Occlusion Fields,” Association for Computing Machinery Special Interest Group on GRAP Hics and Interactive Techniques 2005 Symposium, Interactive 3D Graphics and Games, pp. 41-48, 2005.
|
19 |
T. Ropinski, J.M. Spradow, S. Diepenbrock, J. Mensmann, and K. Hinrichs, “Interactive Volume Rendering with Dynamic Ambient Occlusion and Color Bleeding,” Computer Graphics Forum, Vol. 27, No. 2, pp. 567-576, 2008.
DOI
|