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PRISM: An open source framework for the interactive design of GPU volume rendering shaders

Table 2

Frame rate in frames per second (fps) for the different volume rendering examples presented in this paper.

Note that pseudo chroma-depth and aerial perspective are not listed as they differ from chroma-depth only in the content of the transfer function and not in the computation. In practice the frame rate difference was not measurable.

Table 2

doi: https://doi.org/10.1371/journal.pone.0193636.t002