Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Footprint evaluation for volume rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Octrees for faster isosurface generation
ACM Transactions on Graphics (TOG)
Interactive ray tracing for isosurface rendering
Proceedings of the conference on Visualization '98
I3D '99 Proceedings of the 1999 symposium on Interactive 3D graphics
Parallel accelerated isocontouring for out-of-core visualization
PVGS '99 Proceedings of the 1999 IEEE symposium on Parallel visualization and graphics
Very high resolution simulation of compressible turbulence on the IBM-SP system
SC '99 Proceedings of the 1999 ACM/IEEE conference on Supercomputing
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Streaming QSplat: a viewer for networked visualization of large, dense models
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
High-quality pre-integrated volume rendering using hardware-accelerated pixel shading
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Cell-based first-hit ray casting
VISSYM '02 Proceedings of the symposium on Data Visualisation 2002
A new object-order ray-casting algorithm
Proceedings of the conference on Visualization '02
High-Quality Splatting on Rectilinear Grids with Efficient Culling of Occluded Voxels
IEEE Transactions on Visualization and Computer Graphics
Ray Casting Architectures for Volume Visualization
IEEE Transactions on Visualization and Computer Graphics
Interactive Ray Tracing for Volume Visualization
IEEE Transactions on Visualization and Computer Graphics
Constrained Elastic Surface Nets: Generating Smooth Surfaces from Binary Segmented Data
MICCAI '98 Proceedings of the First International Conference on Medical Image Computing and Computer-Assisted Intervention
Smart hardware-accelerated volume rendering
VISSYM '03 Proceedings of the symposium on Data visualisation 2003
Visualization Handbook
Hardware-Accelerated Adaptive EWA Volume Splatting
VIS '04 Proceedings of the conference on Visualization '04
Multi-level ray tracing algorithm
ACM SIGGRAPH 2005 Papers
Faster Isosurface Ray Tracing Using Implicit KD-Trees
IEEE Transactions on Visualization and Computer Graphics
Efficient Parallel Out-of-core Isosurface Extraction
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
Distributed Interactive Ray Tracing for Large Volume Visualization
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
Ray tracing deformable scenes using dynamic bounding volume hierarchies
ACM Transactions on Graphics (TOG)
An interactive out-of-core rendering framework for visualizing massively complex models
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
GPU accelerated image aligned splatting
VG'05 Proceedings of the Fourth Eurographics / IEEE VGTC conference on Volume Graphics
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The visualization of iso-surfaces from gridded volume data is an important tool in many scientific applications. Today, it is possible to ray trace high-quality iso-surfaces at interactive frame rates even on commodity PCs. However, current algorithms fail if the data set exceeds a certain size either because they are not designed for outof- core data sets or the loading times are too high because there is too much overhead involved in the out-of-core (OOC) techniques. We propose a kD-tree based OOC data structure that allows to ray trace iso-surfaces of large volumetric data sets of many giga bytes at interactive frame rates on a single PC. A LOD technique is used to bridge loading times of data that is fetched asynchronously in the background. Using this framework we are able to ray trace iso-surfaces between 2 and 4 fps on a single dual-core Opteron PC at 640×480 resolution and an in-core memory footprint that is only a fraction of the entire data size.