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)
Sorting and hardware assisted rendering for volume visualization
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
Real-time, continuous level of detail rendering of height fields
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Computational geometry: algorithms and applications
Computational geometry: algorithms and applications
The VSBUFFER: visibility ordering of unstructured volume primitives by polygon drawing
VIS '97 Proceedings of the 8th conference on Visualization '97
Efficiently using graphics hardware in volume rendering applications
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Visibility sorting and compositing without splitting for image layer decompositions
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
An exact interactive time visibility ordering algorithm for polyhedral cell complexes
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
The VolumePro real-time ray-casting system
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Fast computation of generalized Voronoi diagrams using graphics hardware
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A Characterization of Ten Hidden-Surface Algorithms
ACM Computing Surveys (CSUR)
A High Accuracy Volume Renderer for Unstructured Data
IEEE Transactions on Visualization and Computer Graphics
Efficient Conservative Visibility Culling Using the Prioritized-Layered Projection Algorithm
IEEE Transactions on Visualization and Computer Graphics
Transparency and Antialiasing Algorithms Implemented with the Virtual Pixel Maps Technique
IEEE Computer Graphics and Applications
On visible surface generation by a priori tree structures
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Kinetic vertical decomposition trees
Kinetic vertical decomposition trees
Decoupling polygon rendering from geometry using rasterization hardware
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Hardware-assisted view-dependent map simplification
SCG '01 Proceedings of the seventeenth annual symposium on Computational geometry
Hardware-assisted computation of depth contours
SODA '02 Proceedings of the thirteenth annual ACM-SIAM symposium on Discrete algorithms
Cell-projection of cyclic meshes
Proceedings of the conference on Visualization '01
Opacity light fields: interactive rendering of surface light fields with view-dependent opacity
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
VG '03 Proceedings of the 2003 Eurographics/IEEE TVCG Workshop on Volume graphics
View-Dependent Layered Projective Texture Maps
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
A Fast High Accuracy Volume Renderer for Unstructured Data
VV '04 Proceedings of the 2004 IEEE Symposium on Volume Visualization and Graphics
Proceedings of the 2005 symposium on Interactive 3D graphics and games
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We propose a hardware-assisted visibility ordering algorithm. From a given viewpoint, a (back-to-front) visibility ordering of a set of objects is a partial order on the objects such that if object A obstructs object B, then B precedes A in the ordering. Such orderings are useful because they are the building blocks of other rendering algorithms such as direct volume rendering of unstructured grids. The traditional way to compute the visibility order is to build a set of visibility relations (e.g., B p A), and then run a topological sort on the set of relations to actually get the partial ordering. Our technique instead works by assigning a layer number to each primitive, which directly determines the visibility ordering. Objects that have the same layer number are independent, and have no obstruction between each other. We use a simple technique which exploits a combination of the z- and stencil buffers to compute the layer number of each primitive. One application of our technique is to obtain a fast unstructured volume rendering algorithm. In this paper, we present our technique and its implementation in OpenGL. We also discuss its performance and some optimizations on some recent graphics hardware architectures.