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An AntiAliasing Technique for Splatting
, 1997
"... Splatting is a popular direct volume rendering algorithm. However, the algorithm does not correctly render cases where the volume sampling rate is higher than the image sampling rate (e.g. more than one voxel maps into a pixel). This situation arises with orthographic projections of highresolution ..."
Abstract

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Splatting is a popular direct volume rendering algorithm. However, the algorithm does not correctly render cases where the volume sampling rate is higher than the image sampling rate (e.g. more than one voxel maps into a pixel). This situation arises with orthographic projections of highresolution volumes, as well as with perspective projections of volumes of any resolution. The result is potentially severe spatial and temporal aliasing artifacts. Some volume ray casting algorithms avoid these artifacts by employing reconstruction kernels which vary in width as rays diverge. Unlike ray casting algorithms, existing splatting algorithms to not have an equivalent mechanism for avoiding these artifacts. In this paper we propose such a mechanism, which delivers highquality splatted images and has the potential for a very efficient hardware implementation.
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"... Splatting is a popular direct volume rendering algorithm. However, the algorithm does not correctly render cases where the volume sampling rate is higher than the image sampling rate (e.g. more than one voxel maps into a pixel). This situation arises with orthographic projections of highresolutio ..."
Abstract
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Splatting is a popular direct volume rendering algorithm. However, the algorithm does not correctly render cases where the volume sampling rate is higher than the image sampling rate (e.g. more than one voxel maps into a pixel). This situation arises with orthographic projections of highresolution volumes, as well as with perspective projections of volumes of any resolution. The result is potentially severe spatial and temporal aliasing artifacts. Some volume raycasting algorithms avoid these artifacts by employing reconstruction kernels which vary in width as the rays diverge. Unlike raycasting algorithms, existing splatting algorithms do not have an equivalent mechanism for avoiding these artifacts. In this paper we propose such a mechanism, which delivers highquality splatted images and has the potential for a very efficient hardware implementation.
An AntiAliasing Technique for Splatting
"... Splatting is a popular direct volume rendering algorithm. However, the algorithm does not correctly render cases where the volume sampling rate is higher than the image sampling rate (e.g. more than one voxel maps into a pixel). This situation arises with orthographic projections of highresolution ..."
Abstract
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Splatting is a popular direct volume rendering algorithm. However, the algorithm does not correctly render cases where the volume sampling rate is higher than the image sampling rate (e.g. more than one voxel maps into a pixel). This situation arises with orthographic projections of highresolution volumes, as well as with perspective projections of volumes of any resolution. The result is potentially severe spatial and temporal aliasing artifacts. Some volume raycasting algorithms avoid these artifacts by employing reconstruction kernels which vary in width as the rays diverge. Unlike raycasting algorithms, existing splatting algorithms do not have an equivalent mechanism for avoiding these artifacts. In this paper we propose such a mechanism, which delivers highquality splatted images and has the potential for a very efficient hardware implementation.
Hybrid Forward Resampling and Volume Rendering
, 2003
"... The transforming and rendering of discrete objects, such as traditional images (with or without depths) and volumes, can be considered as resampling problem  objects are reconstructed, transformed, filtered, and finally sampled on the screen grids. In resampling practices, discrete samples (pixe ..."
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The transforming and rendering of discrete objects, such as traditional images (with or without depths) and volumes, can be considered as resampling problem  objects are reconstructed, transformed, filtered, and finally sampled on the screen grids. In resampling practices, discrete samples (pixels, voxels) can be considered either as infinitesimal sample points (simply called points) or samples of a certain size (splats). Resampling can also be done either forwards or backwards in either the source domain or the target domain. In this paper, we present a framework that features hybrid forward resampling for discrete rendering. Specifically, we apply this framework to enhance volumetric splatting. In this approach, minified voxels are taken simply as points filtered in screen space; while magnified voxels are taken as spherical splats. In addition, we develop two techniques for performing accurate and efficient perspective splatting. The first one is to efficiently compute the 2D elliptical geometry of perspectively projected splats; the second one is to achieve accurate perspective reconstruction filter. The results of our experiments demonstrate both the effectiveness of antialiasing and the efficiency of rendering using this approach.
Perspective Splatting
"... Splatting is a popular direct volume rendering algorithm that was originally conceived and implemented to render orthographic projections. This paper describes an antialiasing extension to the basic splatting algorithm, as well as an error analysis, that make it practical to use for perspective pro ..."
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Splatting is a popular direct volume rendering algorithm that was originally conceived and implemented to render orthographic projections. This paper describes an antialiasing extension to the basic splatting algorithm, as well as an error analysis, that make it practical to use for perspective projections. To date, splatting has not correctly rendered cases where the volume sampling rate is higher than the image sampling rate (e.g. more than one voxel maps into a pixel). This situation arises with perspective projections of volumes, as well as with orthographic projections of highresolution volumes. The result is potentially severe spatial and temporal aliasing artifacts. Some volume raycasting algorithms avoid these artifacts by employing reconstruction kernels which vary in width as the rays diverge. Unlike raycasting algorithms, existing splatting algorithms do not have an equivalent mechanism for avoiding these artifacts. In this paper we propose such a mechanism, which delive...