Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Efficient ray tracing of volume data
ACM Transactions on Graphics (TOG)
Raytracing irregular volume data
VVS '90 Proceedings of the 1990 workshop on Volume visualization
A coherent projection approach for direct volume rendering
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
A volume density optical model
VVS '92 Proceedings of the 1992 workshop on Volume visualization
Interactive Ray Tracing for Volume Visualization
IEEE Transactions on Visualization and Computer Graphics
Fast Projection-Based Ray-Casting Algorithm for Rendering Curvilinear Volumes
IEEE Transactions on Visualization and Computer Graphics
Simple, Fast, and Robust Ray Casting of Irregular Grids
Dagstuhl '97, Scientific Visualization
Hardware-Based View-Independent Cell Projection
IEEE Transactions on Visualization and Computer Graphics
A scientific visualization renderer
VIS '92 Proceedings of the 3rd conference on Visualization '92
Visualizing flow over curvilinear grid surfaces using line integral convolution
VIS '94 Proceedings of the conference on Visualization '94
Hardware-Accelerated Reconstruction of Polygonal Isosurface Representations on Unstructured Grids
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
Faster Isosurface Ray Tracing Using Implicit KD-Trees
IEEE Transactions on Visualization and Computer Graphics
VISSYM'04 Proceedings of the Sixth Joint Eurographics - IEEE TCVG conference on Visualization
Exploring the use of ray tracing for future games
Proceedings of the 2006 ACM SIGGRAPH symposium on Videogames
Interactive Isosurface Ray Tracing of Time-Varying Tetrahedral Volumes
IEEE Transactions on Visualization and Computer Graphics
Accelerating ray tracing using constrained tetrahedralizations
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
Interactive particle tracing in time-varying tetrahedral grids
EG PGV'11 Proceedings of the 11th Eurographics conference on Parallel Graphics and Visualization
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The importance of high-performance rendering of unstructured or curvilinear data sets has increased significantly, mainly due to its use in scientific simulations such as computational fluid dynamics and finite element computations. However, the unstructured nature of these data sets lead to rather slow implementations for ray tracing. The approaches discussed in this paper are fast and scalable towards realtime ray tracing applications. We evaluate new algorithms for rendering tetrahedral and hexahedral meshes. In each algorithm, the first cell along a ray is found using common realtime ray tracing techniques. For traversing subsequent cells within the volume, Plücker coordinates as well as ray-bilinear patch intersection tests are used. Since the volume is rendered directly, all algorithms are applicable for isosurface rendering, maximum-intensity projection, and emissionabsorption models.