Octrees for faster isosurface generation
ACM Transactions on Graphics (TOG)
Isosurfacing in span space with utmost efficiency (ISSUE)
Proceedings of the 7th conference on Visualization '96
Approximating normals for marching cubes applied to locally supported isosurfaces
Proceedings of the conference on Visualization '02
A Near Optimal Isosurface Extraction Algorithm Using the Span Space
IEEE Transactions on Visualization and Computer Graphics
A Fast Multithreaded Out-of-Core Visualization Technique
IPPS '99/SPDP '99 Proceedings of the 13th International Symposium on Parallel Processing and the 10th Symposium on Parallel and Distributed Processing
Interactive Point-Based Isosurface Extraction
VIS '04 Proceedings of the conference on Visualization '04
Using Parallel Isosurface Extraction in Superficial Molecular Modeling
DFMA '05 Proceedings of the First International Conference on Distributed Frameworks for Multimedia Applications
Streaming model based volume ray casting implementation for Cell Broadband Engine
Scientific Programming - High Performance Computing with the Cell Broadband Engine
Fast Isosurface Extraction for Medical Volume Dataset on Cell BE
ICPP '09 Proceedings of the 2009 International Conference on Parallel Processing
Case study of multithreaded in-core isosurface extraction algorithms
EG PGV'04 Proceedings of the 5th Eurographics conference on Parallel Graphics and Visualization
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A method designed for fast isosurfacing on Cell platforms is introduced. It well-utilizes limited amounts of local memory by exploiting a block-based span space. Exploitation goes beyond the usual steps of avoiding span space tiles whose range does not contain the isovalue. In particular, the method keeps resident in local memories most span space information in addition to the parts of the volume most likely to be examined if multiple isovalues are explored. The method also performs distributed self-scheduling of isosurfacing work among the Cell's Synergistic Processing Units (SPUs) without explicit centralized computation of workload or assignment of work. Results are also presented for trials on the Playstation-3, including comparison to another fast, parallel isosufacing method (which is faster than prior reported parallel methods on Cell).