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Clifford M. Stein

dblp:80/3931 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 1998
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Rendering · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › volume rendering
isosurface rendering
0.011998
A High Accuracy Volume Renderer for Unstructured Data · IEEE Trans. Vis. Comput. Graph. 1998
Rendering
volume rendering
0.011998
A High Accuracy Volume Renderer for Unstructured Data · IEEE Trans. Vis. Comput. Graph. 1998
Rendering › visibility computation
visibility ordering
0.011998
A High Accuracy Volume Renderer for Unstructured Data · IEEE Trans. Vis. Comput. Graph. 1998

Methods — techniques the papers use, named apart from their topics

visibility ordering · 0.0splatting · 0.0hardware-assisted projection and compositing · 0.0
YearPublicationVenuePosition
1998 A High Accuracy Volume Renderer for Unstructured Data
abstract
This paper describes a volume rendering system for unstructured data, especially finite element data, that creates images with very high accuracy. The system will currently handle meshes whose cells are either linear or quadratic tetrahedra. Compromises or approximations are not introduced for the sake of efficiency. Whenever possible, exact mathematical solutions for the radiance integrals involved and for interpolation are used. The system will also handle meshes with mixed cell types: tetrahedra, bricks, prisms, wedges, and pyramids, but not with high accuracy. Accurate semi-transparent shaded isosurfaces may be embedded in the volume rendering. For very small cells, subpixel accumulation by splatting is used to avoid sampling error. A revision to an existing accurate visibility ordering algorithm is described, which includes a correction and a method for dramatically increasing its efficiency. Finally, hardware assisted projection and compositing are extended from tetrahedra to arbitrary convex polyhedra.
Peter L. Williams, Nelson L. Max, Clifford M. Stein
IEEE Trans. Vis. Comput. Graph.3