Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Efficient ray tracing of volume data
ACM Transactions on Graphics (TOG)
ACM Transactions on Graphics (TOG)
Reconstruction filters in computer-graphics
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Interactive Ray Tracing for Volume Visualization
IEEE Transactions on Visualization and Computer Graphics
An evaluation of reconstruction filters for volume rendering
VIS '94 Proceedings of the conference on Visualization '94
Real-time relief mapping on arbitrary polygonal surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Resolution independent curve rendering using programmable graphics hardware
ACM SIGGRAPH 2005 Papers
Visualization of Volume Data with Quadratic Super Splines
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Artifacts Caused by Simplicial Subdivision
IEEE Transactions on Visualization and Computer Graphics
Dynamic parallax occlusion mapping with approximate soft shadows
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Real-time GPU rendering of piecewise algebraic surfaces
ACM SIGGRAPH 2006 Papers
Real-time shell space rendering of volumetric geometry
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Accelerating marching cubes with graphics hardware
CASCON '06 Proceedings of the 2006 conference of the Center for Advanced Studies on Collaborative research
Interactive isosurfaces with quadratic C1 splines on truncated octahedral partitions
Information Visualization - Special issue on Visualization and Data Analysis 2011
Wavelet-based multiresolution isosurface rendering
VG'10 Proceedings of the 8th IEEE/EG international conference on Volume Graphics
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This paper presents a volume representation format called BT Volumes, along with a technique to interactively render them and two methods to create useful data in BT Volume format, including high quality reconstruction filtering. Medical applications rely heavily on isosurface data to visualize anatomy, but current real-time iso-surface rendering techniques such as Marching Cubes are limited in flexibility and provide only low-order linear reconstruction filtering. As an alternative to creating triangular geometry to represent the surface, we ray trace an exact isosurface directly inside a pixel shader. We construct a set of Bézier Tetrahedra to approximate any reconstruction filter with arbitrary footprint. We then precompute the volume convolved with this filter as a tetrahedral grid with Bézier weights that can be ray traced in graphics hardware. Our technique is fast, renders any isosurface level without additional work, and performs high quality reconstruction filtering with arbitrary footprints and reconstruction kernels.