Fast algorithms for volume ray tracing
VVS '92 Proceedings of the 1992 workshop on Volume visualization
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Multiresolution techniques for interactive texture-based volume visualization
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
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
Introduction to Algorithms
A two-step approach for interactive pre-integrated volume rendering of unstructured grids
VVS '02 Proceedings of the 2002 IEEE symposium on Volume visualization and graphics
OpenGL volumizer: a toolkit for high quality volume rendering of large data sets
VVS '02 Proceedings of the 2002 IEEE symposium on Volume visualization and graphics
Interactive rendering of large volume data sets
Proceedings of the conference on Visualization '02
Comparative evaluation of visualization and experimental results using image comparison metrics
Proceedings of the conference on Visualization '02
Projecting Tetrahedra without Rendering Artifacts
VIS '04 Proceedings of the conference on Visualization '04
Visibility Culling for Time-Varying Volume Rendering Using Temporal Occlusion Coherence
VIS '04 Proceedings of the conference on Visualization '04
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)
Empty Space Skipping and Occlusion Clipping for Texture-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
The Visual Computer: International Journal of Computer Graphics
Reducing Artifacts between Adjacent Bricks in Multi-resolution Volume Rendering
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
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
Parallel multiresolution volume rendering of large data sets with error-guided load balancing
EG PGV'04 Proceedings of the 5th Eurographics conference on Parallel Graphics and Visualization
GPU-based ray casting of stacked out-of-core height fields
ISVC'11 Proceedings of the 7th international conference on Advances in visual computing - Volume Part I
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Multi-resolution techniques are required for rendering large volumetric datasets exceeding the size of the graphics card's memory or even the main memory. The cut through the multi-resolution volume representation is defined by selection criteria based on error metrics. For GPU-based volume rendering, this cut has to fit into the graphics card's memory and needs to be continuously updated due to the interaction with the volume such as changing the area of interest, the transfer function or the viewpoint. We introduce a greedy cut update algorithm based on split-and-collapse operations for updating the cut on a frame-to-frame basis. This approach is guided by a global data-based metric based on the distortion of classified voxel data, and it takes into account a limited download budget for transferring data from main memory into the graphics card to avoid large frame rate variations. Our out-of-core support for handling very large volumes also makes use of split-and-collapse operations to generate an extended cut in the main memory. Finally, we introduce an optimal polynomial-time cut update algorithm, which maximizes the error reduction between consecutive frames. This algorithm is used to verify how close to the optimum our greedy split-and-collapse algorithm performs.