Michael Meißner

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This paper evaluates and compares four volume rendering algorithms that have become rather popular for rendering datasets described on uniform rectilinear grids: raycasting, splatting, shear-warp, and hardware-assisted 3D texture-mapping. In order to assess both the strengths and the weaknesses of these algorithms in a wide variety of scenarios, a set of(More)
Shading and classification are among the most powerful and important techniques used in volume rendering. Unfortunately, for hardware accelerated volume rendering based on OpenGL, direct classification was previously only supported on SGI platforms and shading could only be approximated inaccurately, resulting in artifacts mostly visible in darkening. In(More)
TLS/FUS is a nucleic acid-binding protein whose N-terminal half functions as a transcriptional activator domain in fusion oncoproteins found in human leukemias and liposarcomas. Previous reports have suggested a role for TLS/FUS in transcription and splicing processes. Here we report the association of TLS/FUS with the nuclear matrix and investigate its(More)
Previously we have reported about human nuclear matrix proteins (hNMPs) with increased reassembling and potential filament-forming capability [C. Gerner et al., 1999, J. Cell. Biochem. 74, 145-151]. Here, we cloned the cDNA of one of these proteins, hNMP 200, following partial amino acid sequencing of the novel 56-kDa nuclear protein. Sequence alignments(More)
We present an OpenGL-assisted visibility culling algorithm to improve the rendering performance of large polygonal models. Using a combination of hierarchical model-space partitioning, OpenGL-assisted view-frustum culling, and OpenGL-assisted occlusion culling, we achieve a significantly better performance on general polygonal models than previous(More)
For interactive rendering of large polygonal objects, fast visibility queries are necessary to quickly decide whether polygonal objects are visible and need to be rendered. None of the numerous published algorithms provide visibility performance for interactive rendering of large models. In this paper, we propose an OpenGL extension for fast occlusion(More)
This paper presents a reconfigurable, hardware accelerated, volume rendering system for high quality perspective ray casting. The volume rendering accelerator performs ray casting by calculating the path of the ray through the volume using a programmable Xilinx Virtex FPGA which provides fast design changes and low cost development. Volume datasets are(More)
Volume rendering has great potential for parallelization due to the tremendous number of computations necessary. Besides the enormous computational power needed, the memory interface is usually of crucial importance and frequently the bottleneck.This paper presents an implementation of a parallel ray casting algorithm for orthogonal projections on a new(More)
We present a new technique which enables direct volume rendering based on 3D texture mapping hardware, enabling shading as well as classification of the interpolated data. Our technique supports accurate lighting for a one directional light source, semi-transparent classification, and correct blending. To circumvent the limitations of one general(More)
We present an OpenGL-assisted visibility culling algorithm to improve the rendering performance of large polygonal models. Using a combination of OpenGL-assisted frustum culling, hierarchical model-space partitioning, and OpenGL based occlusion culling, we achieve a significant better performance on general polygonal models than previous approaches. In(More)