A simple and flexible volume rendering framework for graphics-hardware-based raycasting

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Abstract
In this work we present a flexible framework for GPU-based volume rendering. The framework is based on a single pass volume raycasting approach and is easily extensible in terms of new shader functionality. We demonstrate the flexibility of our system by means of a number of high-quality standard and nonstandard volume rendering techniques. Our implementation shows a promising performance in a number of benchmarks while producing images of higher accuracy than obtained by standard pre-integrated slice-based volume rendering.

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