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Beyond trilinear interpolation: higher quality for free

Published:12 July 2019Publication History
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Abstract

In volume-rendering applications, it is a de facto standard to reconstruct the underlying continuous function by using trilinear interpolation, and to estimate the gradients for the shading computations by calculating central differences on the fly. In a GPU implementation, this requires seven trilinear texture samples: one for the function reconstruction, and six for the gradient estimation. In this paper, for the first time, we show that the six additional samples can be used not just for gradient estimation, but for significantly improving the quality of the function reconstruction as well. As the additional arithmetic operations can be performed in the shadow of the texture fetches, we can achieve this quality improvement for free without reducing the rendering performance at all. Therefore, our method can completely replace the standard trilinear interpolation in the practice of GPU-accelerated volume rendering.

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          cover image ACM Transactions on Graphics
          ACM Transactions on Graphics  Volume 38, Issue 4
          August 2019
          1480 pages
          ISSN:0730-0301
          EISSN:1557-7368
          DOI:10.1145/3306346
          Issue’s Table of Contents

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          Publication History

          • Published: 12 July 2019
          Published in tog Volume 38, Issue 4

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