Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Display of Surfaces from Volume Data
IEEE Computer Graphics and Applications
Efficient ray tracing of volume data
ACM Transactions on Graphics (TOG)
Splatting: a parallel, feed-forward volume rendering algorithm
Splatting: a parallel, feed-forward volume rendering algorithm
Efficiently using graphics hardware in volume rendering applications
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A hierarchical data structure for multidimensional digital images
Communications of the ACM
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
High-quality pre-integrated volume rendering using hardware-accelerated pixel shading
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Dual contouring of hermite data
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
3D Distance Fields: A Survey of Techniques and Applications
IEEE Transactions on Visualization and Computer Graphics
Real-time Volume Graphics
Interactive volume rendering of large sparse data sets using adaptive mesh refinement hierarchies
IEEE Transactions on Visualization and Computer Graphics
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This paper presents an interactive rendering method for sparse level sets. A GPU-CPU hybrid ray casting approach is developed to perform a surface extraction of a level set embedded in a signed distance field. The sparseness of the data structure is exploited to allow object-order empty-space skipping. The signed distance nature of the dataset is used to naturally provide adaptive sampling which leads to high quality surface reconstruction. Ray surface intersections are rendered as oriented points with smooth normals computed directly from the dataset. Alternative shading methods are possible after the intersections are found, however, we explicitly use only normals as the main purpose is to have this method work interactively with other similarly shaded objects in the same scene.