Raytracing irregular volume data
VVS '90 Proceedings of the 1990 workshop on Volume visualization
Optical Models for Direct Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Texture-Encoded Tetrahedral Strips
VV '04 Proceedings of the 2004 IEEE Symposium on Volume Visualization and Graphics
Empty Space Skipping and Occlusion Clipping for Texture-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Hardware-Based Ray Casting for Tetrahedral Meshes
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
High-Quality Hardware-Based Ray-Casting Volume Rendering Using Partial Pre-Integration
SIBGRAPI '05 Proceedings of the XVIII Brazilian Symposium on Computer Graphics and Image Processing
Memory-Aware and Efficient Ray-Casting Algorithm
SIBGRAPI '07 Proceedings of the XX Brazilian Symposium on Computer Graphics and Image Processing
Transform Coding for Hardware-accelerated Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
The Visual Computer: International Journal of Computer Graphics
Streaming model based volume ray casting implementation for Cell Broadband Engine
Scientific Programming - High Performance Computing with the Cell Broadband Engine
Equalizer: A Scalable Parallel Rendering Framework
IEEE Transactions on Visualization and Computer Graphics
Mapping High-Fidelity Volume Rendering for Medical Imaging to CPU, GPU and Many-Core Architectures
IEEE Transactions on Visualization and Computer Graphics
Irregular Grid Raycasting Implementation on the Cell Broadband Engine
SBAC-PAD '09 Proceedings of the 2009 21st International Symposium on Computer Architecture and High Performance Computing
GPU-Based Ray Casting of Multiple Multi-resolution Volume Datasets
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part II
Large data visualization on distributed memory multi-GPU clusters
Proceedings of the Conference on High Performance Graphics
Sort-First Parallel Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Perspective isosurface and direct volume rendering for virtual endoscopy applications
EUROVIS'06 Proceedings of the Eighth Joint Eurographics / IEEE VGTC conference on Visualization
Hierarchical visualization and compression of large volume datasets using GPU clusters
EG PGV'04 Proceedings of the 5th Eurographics conference on Parallel Graphics and Visualization
Optimized volume raycasting for graphics-hardware-based cluster systems
EG PGV'06 Proceedings of the 6th Eurographics conference on Parallel Graphics and Visualization
Multi-GPU sort-last volume visualization
EG PGV'08 Proceedings of the 8th Eurographics conference on Parallel Graphics and Visualization
Memory efficient GPU-based ray casting for unstructured volume rendering
SPBG'08 Proceedings of the Fifth Eurographics / IEEE VGTC conference on Point-Based Graphics
A GPU-supported lossless compression scheme for rendering time-varying volume data
VG'10 Proceedings of the 8th IEEE/EG international conference on Volume Graphics
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Direct volume rendering of irregular 3D datasets demands high computational power and memory bandwidth. Recent research in optimizing volume rendering algorithms are exploring the high processing power offered by a new trend in hardware design: multithreaded accelerator devices. Accelerators like the Graphics Processing Units (GPU) and the Cell Broadband Engine processor (Cell BE) are used as integrated coprocessors, and the off-loading of the application from the CPU to the accelerator offers promising speedups. The difficulty in using these devices, however, is how to program them efficiently, since their architectural features may be completely distinct. In this paper, we present some new architectural-aware algorithms for irregular grid rendering based on the ray casting method, designed for the Cell BE and the GPU. We investigate the ray traversal inside each accelerator in terms of data access, load balancing, and code divergence, and find new opportunities for performance optimizations based on the ray casting specific needs. Our results show that squeezing these architectures for performance reveals their limitations and can significantly improve the ray casting efficiency.