Thomas Theußl

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The classification of volumetric data sets as well as their rendering algorithms are typically based on the representation of the underlying grid. Grid structures based on a Cartesian lattice are the de-facto standard for regular representations of volumetric data. In this paper we introduce a more general concept of regular grids for the representation of(More)
This paper presents several strategies to interactively explore 3D flow. Based on a fast illuminated streamlines algorithm, standard graphics hardware is sufficient to gain interactive rendering rates. Our approach does not require the user to have any prior knowledge of flow features. After the streamlines are computed in a short preprocessing time, the(More)
Current graphics hardware offers only very limited support for con-volution operations, which is primarily intended for image processing. The input and output sample grids have to coincide, making it impossible to use these features for more general filtering tasks such as image or texture resampling. Furthermore, most hardware employs linear interpolation(More)
We report on using computed tomography (CT) as a model acquisition tool for complex objects in computer graphics. Unlike other modeling and scanning techniques the complexity of the object is irrelevant in CT, which naturally enables to model objects with, for example, concavities, holes, twists or fine surface details. Once the data is scanned, one can(More)
The Fast Hartley Transform (FHT), a discrete version of the Hartley Transform (HT), has been studied in various papers and shown to be faster and more convenient to implement and handle than the corresponding Fast Fourier Transform (FFT). As the HT is not as nicely separable as the Fourier Transform (FT), a multi-dimensional version of the HT needs to(More)
We describe a method for exploiting commodity 3D graphics hardware in order to achieve hardware-accelerated high-quality filtering with arbitrary filter kernels. Our approach is based on reordering the evaluation of the filter convolution sum to accommodate the way the hardware works. We exploit multiple rendering passes together with the capability of(More)
Theußl et al. [Theußl et al. 2001] showed that volumetric data sampled on a body-centred cubic (BCC) lattice is nearly 30% more efficient than data sampled on a cubic lattice, and produced volume renderings using splatting. We extend this work to generate isosurfaces based on the BCC lattice, and also on the hexagonal-close packed (HCP) grid. This(More)
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