Conservative volumetric visibility with occluder fusion
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Accelerated volume ray-casting using texture mapping
Proceedings of the conference on Visualization '01
Fast and reliable space leaping for interactive volume rendering
Proceedings of the conference on Visualization '02
Smart hardware-accelerated volume rendering
VISSYM '03 Proceedings of the symposium on Data visualisation 2003
Towards a comprehensive volume visualization system
VIS '92 Proceedings of the 3rd conference on Visualization '92
Accelerating volume animation by space-leaping
VIS '93 Proceedings of the 4th conference on Visualization '93
Light Weight Space Leaping using Ray Coherence
VIS '04 Proceedings of the conference on Visualization '04
Acceleration Techniques for GPU-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Empty Space Skipping and Occlusion Clipping for Texture-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Understanding GPUs through benchmarking
ACM SIGGRAPH 2007 courses
Perspective isosurface and direct volume rendering for virtual endoscopy applications
EUROVIS'06 Proceedings of the Eighth Joint Eurographics / IEEE VGTC conference on Visualization
Advanced illumination techniques for GPU volume raycasting
ACM SIGGRAPH ASIA 2008 courses
Advanced illumination techniques for GPU-based volume raycasting
ACM SIGGRAPH 2009 Courses
High-Quality Rendering of Varying Isosurfaces with Cubic Trivariate C1-Continuous Splines
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
Accelerating volume raycasting using proxy spheres
EuroVis'09 Proceedings of the 11th Eurographics / IEEE - VGTC conference on Visualization
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GPU-based volume raycasting allows to produce high quality renderings on current graphics hardware. The use of such raycasters is on the rise due to their inherent flexibility as well as the advances in hardware performance and functionality. Although recent raycasting systems achieve interactive frame rates on high-end graphics hardware, further improved performance would enable more complex rendering techniques, e. g., advanced illumination models. In this paper we introduce a novel approach to empty space leaping in order to reduce the number of costly volume texture fetches during ray traversal. We generate an optimized proxy geometry for raycasting which is based on occlusion frustums obtained from previous frames. Our technique does not rely on any preprocessing, introduces no image artifacts, and—in contrast to previous point-based methods—works also for non-continuous view changes. Besides the technical realization and the performance results, we also discuss the potential problems of ray coherence in relation to our approach and restrictions in current GPU architectures. The presented technique has been implemented using fragment and geometry shaders and can be integrated easily into existing raycasting systems.