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
High-quality volume rendering using texture mapping hardware
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Large scale terrain visualization using the restricted quadtree triangulation
Proceedings of the conference on Visualization '98
Multiresolution techniques for interactive texture-based volume visualization
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Very high resolution simulation of compressible turbulence on the IBM-SP system
SC '99 Proceedings of the 1999 ACM/IEEE conference on Supercomputing
Level-of-detail volume rendering via 3D textures
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
High-quality pre-integrated volume rendering using hardware-accelerated pixel shading
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Octreemizer: a hierarchical approach for interactive roaming through very large volumes
VISSYM '02 Proceedings of the symposium on Data Visualisation 2002
Interactive rendering of large volume data sets
Proceedings of the conference on Visualization '02
Fast Volume Rendering Using a Shear-Warp Factorization of the Viewing Transformation
Fast Volume Rendering Using a Shear-Warp Factorization of the Viewing Transformation
Transfer Function Based Adaptive Decompression for Volume Rendering of Large Medical Data Sets
VV '04 Proceedings of the 2004 IEEE Symposium on Volume Visualization and Graphics
Acceleration Techniques for GPU-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
IEEE Transactions on Visualization and Computer Graphics
Full Body Virtual Autopsies using a State-of-the-art Volume Rendering Pipeline
IEEE Transactions on Visualization and Computer Graphics
High-quality lighting and efficient pre-integration for volume rendering
VISSYM'04 Proceedings of the Sixth Joint Eurographics - IEEE TCVG conference on Visualization
Multiresolution interblock interpolation in direct volume rendering
EUROVIS'06 Proceedings of the Eighth Joint Eurographics / IEEE VGTC conference on Visualization
Scalable sort-first parallel direct volume rendering with dynamic load balancing
EG PGV'07 Proceedings of the 7th Eurographics conference on Parallel Graphics and Visualization
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Multi-resolution techniques are commonly used to render volumetric datasets exceeding the memory size of the graphics board, or even the main memory. For these techniques the appropriate level of detail for each volume area is chosen according to various criteria including the graphics memory size. While the multi-resolution scheme deals with the memory limitation, distracting rendering artifacts become noticeable between adjacent bricks of different levels of detail. A number of approaches have been presented to reduce these artifacts at brick boundaries, including replicating or interpolating data between adjacent bricks, and inter-block interpolation. However, a visible difference in rendering quality around the boundary remained, which draws the attention of the users to these regions. Our ray casting approach completely removes these artifacts by GPU-based blending of contiguous levels of detail, which considers all the neighbors of a brick and their level of detail.