Efficient sparse voxel octrees
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
Real-time rendering and dynamic updating of 3-d volumetric data
Proceedings of the Fourth Workshop on General Purpose Processing on Graphics Processing Units
Wavelet-based multiresolution isosurface rendering
VG'10 Proceedings of the 8th IEEE/EG international conference on Volume Graphics
Ray tracing and volume rendering large molecular data on multi-core and many-core architectures
UltraVis '13 Proceedings of the 8th International Workshop on Ultrascale Visualization
Real-time isosurface rendering of smooth fields
Journal of Visualization
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We implement and evaluate a fast ray tracing method for rendering large structured volumes. Input data is losslessly compressed into an octree, enabling residency in CPU main memory. We cast packets of coherent rays through a min/max acceleration structure within the octree, employing a slice-based technique to amortize the higher cost of compressed data access. By employing a multiresolution level of detail (LOD) scheme in conjunction with packets, coherent ray tracing can efficiently render inherently incoherent scenes of complex data. We achieve higher performance with lesser footprint than previous isosurface ray tracers, and deliver large frame buffers, smooth gradient normals and shadows at relatively lesser cost. In this context, we weigh the strengths of coherent ray tracing against those of the conventional single-ray approach, and present a system that visualizes large volumes at full data resolution on commodity computers.