Raytracing irregular volume data
VVS '90 Proceedings of the 1990 workshop on Volume visualization
A polygonal approximation to direct scalar volume rendering
VVS '90 Proceedings of the 1990 workshop on Volume visualization
Visibility-ordering meshed polyhedra
ACM Transactions on Graphics (TOG)
Sorting and hardware assisted rendering for volume visualization
VVS '94 Proceedings of the 1994 symposium on Volume visualization
An exact interactive time visibility ordering algorithm for polyhedral cell complexes
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
Multiresolution techniques for interactive texture-based volume visualization
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Level-of-detail volume rendering via 3D textures
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
Hardware-accelerated volume and isosurface rendering based on cell-projection
Proceedings of the conference on Visualization '00
Interactive visualization of unstructured grids using hierarchical 3D textures
VVS '02 Proceedings of the 2002 IEEE symposium on Volume visualization and graphics
Hardware-software-balanced resampling for the interactive visualization of unstructured grids
Proceedings of the conference on Visualization '01
Cell-projection of cyclic meshes
Proceedings of the conference on Visualization '01
Interactive Ray Tracing for Volume Visualization
IEEE Transactions on Visualization and Computer Graphics
Interactive feature specification for focus+context visualization of complex simulation data
VISSYM '03 Proceedings of the symposium on Data visualisation 2003
Computer Aided Geometric Design
Hardware-Based View-Independent Cell Projection
IEEE Transactions on Visualization and Computer Graphics
Visualization of Vector Fields Using Seed LIC and Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Texture-Encoded Tetrahedral Strips
VV '04 Proceedings of the 2004 IEEE Symposium on Volume Visualization and Graphics
Hardware-Assisted Visibility Sorting for Unstructured Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Mean value coordinates for closed triangular meshes
ACM SIGGRAPH 2005 Papers
Acceleration Techniques for GPU-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Hardware-Based Ray Casting for Tetrahedral Meshes
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Progressive Volume Rendering of Large Unstructured Grids
IEEE Transactions on Visualization and Computer Graphics
A Generic and Scalable Pipeline for GPU Tetrahedral Grid Rendering
IEEE Transactions on Visualization and Computer Graphics
Interactive Point-Based Rendering of Higher-Order Tetrahedral Data
IEEE Transactions on Visualization and Computer Graphics
Spherical barycentric coordinates
SGP '06 Proceedings of the fourth Eurographics symposium on Geometry processing
The rendering of unstructured grids revisited
EGVISSYM'01 Proceedings of the 3rd Joint Eurographics - IEEE TCVG conference on Visualization
Hierarchical visualization and compression of large volume datasets using GPU clusters
EG PGV'04 Proceedings of the 5th Eurographics conference on Parallel Graphics and Visualization
Simplification of unstructured tetrahedral meshes by point sampling
VG'05 Proceedings of the Fourth Eurographics / IEEE VGTC conference on Volume Graphics
Out-of-core simplification and crack-free LOD volume rendering for irregular grids
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
High-quality particle-based volume rendering for large-scale unstructured volume datasets
Journal of Visualization
Interactive ray casting of geodesic grids
EuroVis '13 Proceedings of the 15th Eurographics Conference on Visualization
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This paper presents a scalable framework for real-time raycasting of large unstructured volumes that employs a hybrid bricking approach. It adaptively combines original unstructured bricks in important (focus) regions, with structured bricks that are resampled on demand in less important (context) regions. The basis of this focus+context approach is interactive specification of a scalar degree of interest (DOI) function. Thus, rendering always considers two volumes simultaneously: a scalar data volume, and the current DOI volume. The crucial problem of visibility sorting is solved by raycasting individual bricks and compositing in visibility order from front to back. In order to minimize visual errors at the grid boundary, it is always rendered accurately, even for resampled bricks. A variety of different rendering modes can be combined, including contour enhancement. A very important property of our approach is that it supports a variety of cell types natively, i.e., it is not constrained to tetrahedral grids, even when interpolation within cells is used. Moreover, our framework can handle multi-variate data, e.g., multiple scalar channels such as temperature or pressure, as well as time-dependent data. The combination of unstructured and structured bricks with different quality characteristics such as the type of interpolation or resampling resolution in conjunction with custom texture memory management yields a very scalable system.