Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Efficient algorithms for 3D scan-conversion of parametric curves, surfaces, and volumes
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Fast volume rendering using a shear-warp factorization of the viewing transformation
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
A compact volume rendering accelerator
VVS '94 Proceedings of the 1994 symposium on Volume visualization
Accelerated volume rendering and tomographic reconstruction using texture mapping hardware
VVS '94 Proceedings of the 1994 symposium on Volume visualization
Cube-4—a scalable architecture for real-time volume rendering
Proceedings of the 1996 symposium on Volume visualization
OBBTree: a hierarchical structure for rapid interference detection
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
View-dependent refinement of progressive meshes
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
InfiniteReality: a real-time graphics system
Proceedings of the 24th 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
Using distance maps for accurate surface representation in sampled volumes
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
An accurate method for voxelizing polygon meshes
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
Volume sampled voxelization of geometric primitives
VIS '93 Proceedings of the 4th conference on Visualization '93
Shadow volume reconstruction from depth maps
ACM Transactions on Graphics (TOG)
Adaptively sampled distance fields: a general representation of shape for computer graphics
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Accelerating volume rendering with texture hulls
VVS '02 Proceedings of the 2002 IEEE symposium on Volume visualization and graphics
A hardware-assisted visibility-ordering algorithm with applications to volume rendering
EGVISSYM'01 Proceedings of the 3rd Joint Eurographics - IEEE TCVG conference on Visualization
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The dramatically increasing size of polygonal models resulting from 3D scanning devices and advanced modeling techniques requires new approaches to reduce the load of geometry transfer and processing. In order to supplement methods like polygon reduction or geometry compression we suggest to exploit the processing power and functionality of the rasterization and texture subsystem of advanced graphics hardware. We demonstrate that 3D-texture maps can be used to render voxelized polygon models of arbitrary complexity at interactive rates by extracting isosurfaces from distance volumes. Therefore, we propose two fundamental algorithms to limit the rasterization load: First, the model is partitioned into a hierarchy of axis-aligned bounding boxes that are voxelized in an error controlled multi-resolution representation. Second, rasterization is restricted to the thin boundary regions around the isosurface representing the voxelized geometry. Furthermore, we suggest and simulate an OpenGL extension enabling advanced per-pixel lighting and shading. Although the presented approach exhibits certain limitations we consider it as a starting point for hybrid solutions balancing load between the geometry and the rasterization stage and we expect some influence on future hardware design.