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Spectral volume rendering using GPU-based raycasting
2006
The Visual Computer
Traditional volume rendering does not incorporate a number of optical properties that are typically observed for semi-transparent materials, such as glass or water, in the real world. Therefore, we have extended GPUbased raycasting to spectral volume rendering based on the Kubelka-Munk theory for light propagation in parallel colorant layers of a turbid medium. This allows us to demonstrate the effects of selective absorption and dispersion in refractive materials, by generating volume
doi:10.1007/s00371-006-0028-0
fatcat:muuqmlgd65deflnt65ja25pbne