A. V. Pascal Grosset

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In this paper we present a user study on the use of Depth of Field for depth perception in Direct Volume Rendering. Direct Volume Rendering with Phong shading and perspective projection is used as the baseline. Depth of Field is then added to see its impact on the correct perception of ordinal depth. Accuracy and response time are used as the metrics to(More)
Figure 1: The backpack data set with 512 × 512 × 373 voxels rendered a) with Phong shading only; and b) with depth of field with α = 30.9 • focused on the spray can in the foreground, c) on the wires behind it and d) on the boxes with the other spray can in the background. In each image 1469 slices were taken and gradients were estimated on the fly.(More)
Modern supercomputers have very powerful multi-core CPUs. The programming model on these supercomputer is switching from pure MPI to MPI for inter-node communication, and shared memory and threads for intra-node communication. Consequently the bottleneck in most systems is no longer computation but communication between nodes. In this paper, we present a(More)
This paper details a method for interactive direct volume rendering that computes ambient occlusion effects for visualizations that combine both volumetric and geometric primitives, specifically tube-shaped geometric objects representing streamlines, magnetic field lines or DTI fiber tracts. The algorithm extends the recently presented the directional(More)
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