Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
A Sorting Classification of Parallel Rendering
IEEE Computer Graphics and Applications
Hierarchical polygon tiling with coverage masks
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
The F-buffer: a rasterization-order FIFO buffer for multi-pass rendering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Advances in Computer Graphics Hardware II (Eurographics'87 Workshop)
Smart hardware-accelerated volume rendering
VISSYM '03 Proceedings of the symposium on Data visualisation 2003
A parallel scan conversion algorithm with anti-aliasing for a general-purpose ultracomputer
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
The A -buffer, an antialiased hidden surface method
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Delay streams for graphics hardware
ACM SIGGRAPH 2003 Papers
Towards a comprehensive volume visualization system
VIS '92 Proceedings of the 3rd conference on Visualization '92
Hardware-Assisted Visibility Sorting for Unstructured Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
GPU-accelerated high-quality hidden surface removal
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Empty Space Skipping and Occlusion Clipping for Texture-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Illustrative Context-Preserving Exploration of Volume Data
IEEE Transactions on Visualization and Computer Graphics
Real-time Volume Graphics
Multi-fragment effects on the GPU using the k-buffer
Proceedings of the 2007 symposium on Interactive 3D graphics and games
A Flexible Multi-Volume Shader Framework for Arbitrarily Intersecting Multi-Resolution Datasets
IEEE Transactions on Visualization and Computer Graphics
Larrabee: a many-core x86 architecture for visual computing
ACM SIGGRAPH 2008 papers
BSGP: bulk-synchronous GPU programming
ACM SIGGRAPH 2008 papers
Scalable Parallel Programming with CUDA
Queue - GPU Computing
Coherent layer peeling for transparent high-depth-complexity scenes
Proceedings of the 23rd ACM SIGGRAPH/EUROGRAPHICS symposium on Graphics hardware
A new heuristic algorithm for cuboids packing with no orientation constraints
Computers and Operations Research
Dynamic Shader Generation for GPU-Based Multi-Volume Ray Casting
IEEE Computer Graphics and Applications
IEEE Transactions on Visualization and Computer Graphics
Ray Casting Deformable Models on the GPU
ICVGIP '08 Proceedings of the 2008 Sixth Indian Conference on Computer Vision, Graphics & Image Processing
Interactive clipping techniques for texture-based volume visualization and volume shading
IEEE Transactions on Visualization and Computer Graphics
A simple and flexible volume rendering framework for graphics-hardware-based raycasting
VG'05 Proceedings of the Fourth Eurographics / IEEE VGTC conference on Volume Graphics
Comparing GPU-based multi-volume ray casting techniques
Computer Science - Research and Development
Multi-frame rate volume rendering
EG PGV'10 Proceedings of the 10th Eurographics conference on Parallel Graphics and Visualization
Multi-layer volume ray casting on GPU
VG'10 Proceedings of the 8th IEEE/EG international conference on Volume Graphics
Luggage visualization and virtual unpacking
Proceedings of the Workshop at SIGGRAPH Asia
EuroVis '13 Proceedings of the 15th Eurographics Conference on Visualization
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We present a new GPU-based rendering system for ray casting of multiple volumes. Our approach supports a large number of volumes, complex translucent and concave polyhedral objects as well as CSG intersections of volumes and geometry in any combination. The system (including the rasterization stage) is implemented entirely in CUDA, which allows full control of the memory hierarchy, in particular access to high bandwidth and low latency shared memory. High depth complexity, which is problematic for conventional approaches based on depth peeling, can be handled successfully. As far as we know, our approach is the first framework for multivolume rendering which provides interactive frame rates when concurrently rendering more than 50 arbitrarily overlapping volumes on current graphics hardware.