VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
A rendering algorithm for visualizing 3D scalar fields
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Multiresolution view-dependent splat based volume rendering of large irregular data
PVG '01 Proceedings of the IEEE 2001 symposium on parallel and large-data visualization and graphics
Optical Models for Direct Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Cell projection of convex polyhedra
VG '03 Proceedings of the 2003 Eurographics/IEEE TVCG Workshop on Volume graphics
Hardware-Assisted Visibility Sorting for Unstructured Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Hardware-Based Ray Casting for Tetrahedral Meshes
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
A Flexible Multi-Volume Shader Framework for Arbitrarily Intersecting Multi-Resolution Datasets
IEEE Transactions on Visualization and Computer Graphics
A Particle Modeling for Rendering Irregular Volumes
UKSIM '08 Proceedings of the Tenth International Conference on Computer Modeling and Simulation
A direct multi-volume rendering method aiming at comparisons of 3-D images and models
IEEE Transactions on Information Technology in Biomedicine
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In this paper, we propose a performance improvement of particle-based volume rendering (PBVR) by using a current, programmable GPU architecture. PBVR allows to render without visibility sorting by representing a given volume dataset as a set of opaque and emissive particles. In our new GPU acceleration of PBVR, we provide a switchable rendering pipeline that is compatible with both regular and irregular grid volumes. Particle generation is improved by using a cell-by-cell approach for processing large volume dataset. We also reduce the memory cost required for storing all sub-pixel values by proposing a pixel-superimposing technique targeting a large sub-pixel level. Our work demonstrates a full detail rendering rate from 5 to 11 fps for overlapped or separated multi-irregular volumes with a mega-scale number of volume cells on NVIDIA Geforce 8800GTX.