ReVolVR – Rendering Volume Data in VR using HTC Vive. Suder, S., Schiffer, S., & Scholl, I. In GTC Europe 2017, October 10-12, 2017.
ReVolVR – Rendering Volume Data in VR using HTC Vive [link]Paper  abstract   bibtex   
ReVolVR is a new Virtual Reality (VR) volume rendering application based on the HTC Vive VR technique. The application uses the ray casting algorithm for direct volume rendering. Ray casting needs a transfer function to classify several surfaces. To find a good transfer function is in general a manual and time-consuming procedure and requires detailed knowledge of the data. With ReVolVr, the transfer function can be modified in the virtual scene while continuously real-time rendering the stereoscopic 3D volume through GPU-based ray casting shader. All interactions are designed to conveniently reflect to real movements of the user.
@inproceedings{ Suder:Scholl:Schiffer:GTC-Europe2017:ReVolVR,
  title        = {{ReVolVR} -- Rendering Volume Data in {VR} using {HTC Vive}},
  author       = {Sebastian Suder and Stefan Schiffer and Ingrid Scholl},
  booktitle    = {GTC Europe 2017},
  year         = {2017},
  month        = {October 10-12},
  location     = {Munich},
  ID           = {ID 23055},
  keywords     = {Virtual Reality, Volumen Rendering, HTC Vive},
  url          = {http://on-demand-gtc.gputechconf.com/gtc-quicklink/PzLIdd},
  abstract     = {ReVolVR is a new Virtual Reality (VR) volume
                  rendering application based on the HTC Vive VR
                  technique. The application uses the ray casting
                  algorithm for direct volume rendering. Ray casting
                  needs a transfer function to classify several
                  surfaces. To find a good transfer function is in
                  general a manual and time-consuming procedure and
                  requires detailed knowledge of the data. With
                  ReVolVr, the transfer function can be modified in
                  the virtual scene while continuously real-time
                  rendering the stereoscopic 3D volume through
                  GPU-based ray casting shader. All interactions are
                  designed to conveniently reflect to real movements
                  of the user.},
}

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