Split-voxel: a simple discontinuity-preserving voxel representation for volume rendering
VG'10 Proceedings of the 8th IEEE/EG international conference on Volume Graphics
Real-time surface analysis and tagged material cleansing for virtual colonoscopy
VG'10 Proceedings of the 8th IEEE/EG international conference on Volume Graphics
Multi-layer depth peeling by single-pass rasterisation for faster isosurface raytracing on GPUs
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
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
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Direct volume rendering and isosurfacing are ubiquitous rendering techniques in scientific visualization, commonly employed in imaging 3D data from simulation and scan sources. Conventionally, these methods have been treated as separate modalities, necessitating different sampling strategies and rendering algorithms. In reality, an isosurface is a special case of a transfer function, namely a Dirac impulse at a given isovalue. However, ar tifact-free rendering of discrete isosurfaces in a volume rendering framework is an elusive goal, requiring either infinite sampling or smoothing of the transfer function. While preintegration approaches solve the most obvious deficiencies in handling shar p transfer functions, ar tifacts can still result, limiting classification. In this paper, we introduce a method for rendering such features by explicitly solving for isovalues within the volume rendering integral. In addition, we present a sampling strategy inspired by ray differentials that automatically matches the frequency of the image plane, resulting in fewer ar tifacts near the eye and better overall performance. These techniques exhibit clear advantages over standard uniform ray casting with and without preintegration, and allow for high-quality interactive volume rendering with shar p C0 transfer functions.