A polygonal approximation to direct scalar volume rendering
VVS '90 Proceedings of the 1990 workshop on Volume visualization
Visibility-ordering meshed polyhedra
ACM Transactions on Graphics (TOG)
A rendering algorithm for visualizing 3D scalar fields
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Multiresolution view-dependent splat based volume rendering of large irregular data
PVG '01 Proceedings of the IEEE 2001 symposium on parallel and large-data visualization and graphics
Cell projection of convex polyhedra
VG '03 Proceedings of the 2003 Eurographics/IEEE TVCG Workshop on Volume graphics
Interactive Transfer Function Control for Monte Carlo Volume Rendering
VV '04 Proceedings of the 2004 IEEE Symposium on Volume Visualization and Graphics
Hardware-Assisted Visibility Sorting for Unstructured Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Interactive Point-Based Rendering of Higher-Order Tetrahedral Data
IEEE Transactions on Visualization and Computer Graphics
Hardware-Assisted Point-Based Volume Rendering of Tetrahedral Meshes
SIBGRAPI '07 Proceedings of the XX Brazilian Symposium on Computer Graphics and Image Processing
A Particle Modeling for Rendering Irregular Volumes
UKSIM '08 Proceedings of the Tenth International Conference on Computer Modeling and Simulation
Sorting-free pre-integrated projected tetrahedra
Proceedings of the 2009 Workshop on Ultrascale Visualization
High-quality particle-based volume rendering for large-scale unstructured volume datasets
Journal of Visualization
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This paper describes a level-of-detail rendering technique for large-scale irregular volume datasets. It is well known that the memory bandwidth consumed by visibility sorting becomes the limiting factor when carrying out volume rendering of such datasets. To develop a sorting-free volume rendering technique, we previously proposed a particle-based technique that generates opaque and emissive particles using a density function constant within an irregular volume cell and projects the particles onto an image plane with sub-pixels. When the density function changes significantly in an irregular volume cell, the cell boundary may become prominent, which can cause blocky noise. When the number of the subpixels increases, the required frame buffer tends to be large. To solve this problem, this work proposes a new particle-based volume rendering which generates particles using metropolis sampling and renders the particles using the ensemble average. To conform the effectiveness of this method, we applied our proposed technique to several irregular volume datasets, with the result that the ensemble average outperforms the sub-pixel average in computational complexity and memory usage. In addition, the ensemble average technique allowed us to implement a level of detail in the interactive rendering of a 71-million-cell hexahedral volume dataset and a 26-million-cell quadratic tetrahedral volume dataset.