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Many large scale volume visualization techniques are based on partitioning the data into bricks, which are stored and rendered using mipmaps. To generate such mipmaps, in most cases an averaging is applied such that an area in a lower mipmap level is presented by the areas’ average in the next higher mipmap level. Unfortunately, this averaging results in(More)
Rendering translucent materials in real time is usually done by using surface diffusion and/or (translucent) shadow maps. The downsides of these approaches are, that surface diffusion cannot handle translucency effects that show up when rendering thin objects, and that translucent shadow maps are only available for point light sources. Furthermore,(More)
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