Efficient ray tracing of volume data
ACM Transactions on Graphics (TOG)
A survey of algorithms for volume visualization
ACM SIGGRAPH Computer Graphics
Fast algorithms for volume ray tracing
VVS '92 Proceedings of the 1992 workshop on Volume visualization
Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Efficiently using graphics hardware in volume rendering applications
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Large scale terrain visualization using the restricted quadtree triangulation
Proceedings of the conference on Visualization '98
A Hardware Acceleration Method for Volumetric Ray Tracing
VIS '95 Proceedings of the 6th conference on Visualization '95
Virtual Flythrough over a Voxel-Based Terrain
VR '99 Proceedings of the IEEE Virtual Reality
Acceleration Techniques for GPU-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Efficient Space-Leaping Using Optimal Block Sets
IEICE - Transactions on Information and Systems
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Terrain rendering is essential to represent virtual environment in interactive applications. We have explored voxel-based terrain rendering using ray casting method. Real-time applications such as computer games and simulations require interactive fly-through or walk-through on the terrain. However, since previous approaches usually require a tremendous amount of CPU computation for view-frustum culling and level-of-detail selection, they are not suitable for those applications. We propose an accelerated terrain rendering method using GPU, which exploits a novel data structure, named Cube Mesh, for the acceleration of the voxel-based terrain rendering. In addition, we expanded the conventional PARC (Polygon Assisted Ray Casing) algorithm by applying our method to accelerate rendering performance of GPU- based terrain rendering method.