Display of Surfaces from Volume Data
IEEE Computer Graphics and Applications
Efficient ray tracing of volume data
ACM Transactions on Graphics (TOG)
Octrees for faster isosurface generation
ACM Transactions on Graphics (TOG)
Fast algorithms for volume ray tracing
VVS '92 Proceedings of the 1992 workshop on Volume visualization
A Lipschitz method for accelerated volume rendering
VVS '94 Proceedings of the 1994 symposium on Volume visualization
Proximity clouds—an acceleration technique for 3D grid traversal
The Visual Computer: International Journal of Computer Graphics
Interactive ray tracing for isosurface rendering
Proceedings of the conference on Visualization '98
Volume rendering based interactive navigation within the human colon (case study)
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
Volume Visualization (Tutorial)
Volume Visualization (Tutorial)
Data Visualization Techniques
Real-time decompression and visualization of animated volume data
Proceedings of the conference on Visualization '01
A new object-order ray-casting algorithm
Proceedings of the conference on Visualization '02
Fast Ray-Tracing of Rectilinear Volume Data Using Distance Transforms
IEEE Transactions on Visualization and Computer Graphics
IEEE Computer Graphics and Applications
Accelerating volume animation by space-leaping
VIS '93 Proceedings of the 4th conference on Visualization '93
VV '04 Proceedings of the 2004 IEEE Symposium on Volume Visualization and Graphics
Efficient Space-Leaping Using Optimal Block Sets
IEICE - Transactions on Information and Systems
An image division approach for volume ray casting in multi-threading environment
Multimedia Tools and Applications
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A hierarchical representation formed by an octree for a volume ray casting is a well-known data structure to skip over transparent regions requiring little preprocessing and storage. However, it accompanies unnecessary comparison and level shift between octants. We propose a new data structure named half-skewed octree, which is an auxiliary octree to support the conventional octree. In preprocessing step, a half-skewed octree selects eight different child octants in each generation step compared with the conventional octree. During rendering, after comparing an octant of the conventional octree with corresponding octant of the half-skewed octree simultaneously at the same level, a ray chooses one of two octants to jump over transparent regions farther away. By this method, we can reduce unnecessary comparison and level shift between octants. Another problem of a conventional octree structure is that it is difficult to determine a distance from the boundary of a transparent octant to opposite boundary. Although we exploit the previously proposed distance template, we cannot expect the acceleration when a ray direction is almost parallel to the octant's boundary. However, our method can solve it without additional operations because a ray selects one octant to leap farther away. As a result, our approach is much faster than the method using conventional octree while preserving image quality and requiring minimal storage.