Efficient ray tracing of volume data
ACM Transactions on Graphics (TOG)
A data distributed, parallel algorithm for ray-traced volume rendering
PRS '93 Proceedings of the 1993 symposium on Parallel rendering
Parallel volume-rendering algorithm performance on mesh-connected multicomputers
PRS '93 Proceedings of the 1993 symposium on Parallel rendering
A Sorting Classification of Parallel Rendering
IEEE Computer Graphics and Applications
Accelerated volume rendering and tomographic reconstruction using texture mapping hardware
VVS '94 Proceedings of the 1994 symposium on Volume visualization
High-quality pre-integrated volume rendering using hardware-accelerated pixel shading
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Parallel Volume Rendering Using PC Graphics Hardware
PG '01 Proceedings of the 9th Pacific Conference on Computer Graphics and Applications
Acceleration Techniques for GPU-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)
Parallel multiresolution volume rendering of large data sets with error-guided load balancing
EG PGV'04 Proceedings of the 5th Eurographics conference on Parallel Graphics and 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
A simple and flexible volume rendering framework for graphics-hardware-based raycasting
VG'05 Proceedings of the Fourth Eurographics / IEEE VGTC conference on Volume Graphics
Adaptive load balancing for raycasting of non-uniformly bricked volumes
Parallel Computing
Streaming model based volume ray casting implementation for Cell Broadband Engine
Scientific Programming - High Performance Computing with the Cell Broadband Engine
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
Large data visualization on distributed memory multi-GPU clusters
Proceedings of the Conference on High Performance Graphics
Proceedings of the 2012 International Workshop on Programming Models and Applications for Multicores and Manycores
Scalable sort-first parallel direct volume rendering with dynamic load balancing
EG PGV'07 Proceedings of the 7th 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
Streaming model based volume ray casting implementation for cell broadband engine
EG PGV'08 Proceedings of the 8th Eurographics conference on Parallel Graphics and Visualization
Acceleration of opacity correction mechanisms for over-sampled volume ray casting
EG PGV'08 Proceedings of the 8th Eurographics conference on Parallel Graphics and Visualization
Cross-node occlusion in sort-last volume rendering
EG PGV'10 Proceedings of the 10th Eurographics conference on Parallel Graphics and Visualization
EG PGV'10 Proceedings of the 10th Eurographics conference on Parallel Graphics and Visualization
Load balancing utilizing data redundancy in distributed volume rendering
EG PGV'11 Proceedings of the 11th Eurographics conference on Parallel Graphics and Visualization
Multi-core and many-core shared-memory parallel raycasting volume rendering optimization and tuning
International Journal of High Performance Computing Applications
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In this paper, we present a sort-last parallel volume rendering system based on single-pass volume raycasting performed in the fragment shader unit. The architecture is aimed for displaying data sets that utilize the total distributed texture memory at interactive framerates. We use uniform texture bricks that are distributed by means of a kd-tree to employ object space partitioning. They are further used for implementing empty-space-skipping and a load balancing mechanism, which also makes use of the kd-tree, to increase the overall performance of the rendering system. Performance numbers are given for a mid-range GPU-cluster system consisting of eight render nodes with an Infiniband interconnection.