Area and volume coherence for efficient visualization of 3D scalar functions
VVS '90 Proceedings of the 1990 workshop on Volume visualization
A polygonal approximation to direct scalar volume rendering
VVS '90 Proceedings of the 1990 workshop on Volume visualization
Visibility-ordering meshed polyhedra
ACM Transactions on Graphics (TOG)
Interactive direct volume rendering of curvilinear and unstructured data
Interactive direct volume rendering of curvilinear and unstructured data
Real-time programmable shading
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Fast rendering of irregular grids
Proceedings of the 1996 symposium on Volume visualization
Talisman: commodity realtime 3D graphics for the PC
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Optimizing triangle strips for fast rendering
Proceedings of the 7th conference on Visualization '96
Hardware accelerated rendering of antialiasing using a modified a-buffer algorithm
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
An exact interactive time visibility ordering algorithm for polyhedral cell complexes
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
Optimization of mesh locality for transparent vertex caching
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Z3: an economical hardware technique for high-quality antialiasing and transparency
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Tetrahedral mesh compression with the cut-border machine
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Single-pass full-screen hardware accelerated antialiasing
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
ZSWEEP: an efficient and exact projection algorithm for unstructured volume rendering
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
Hardware-accelerated volume and isosurface rendering based on cell-projection
Proceedings of the conference on Visualization '00
R-buffer: a pointerless A-buffer hardware architecture
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
The Lazy Sweep Ray Casting Algorithm for Rendering Irregular Grids
IEEE Transactions on Visualization and Computer Graphics
Transparency and Antialiasing Algorithms Implemented with the Virtual Pixel Maps Technique
IEEE Computer Graphics and Applications
The A -buffer, an antialiased hidden surface method
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Parallelizing the ZSWEEP algorithm for distributed-shared memory architectures
VG'01 Proceedings of the 2001 Eurographics conference on Volume Graphics
R-buffer: a pointerless A-buffer hardware architecture
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Tetrahedral projection using vertex shaders
VVS '02 Proceedings of the 2002 IEEE symposium on Volume visualization and graphics
Hardware-based view-independent cell projection
VVS '02 Proceedings of the 2002 IEEE symposium on Volume visualization and graphics
A two-step approach for interactive pre-integrated volume rendering of unstructured grids
VVS '02 Proceedings of the 2002 IEEE symposium on Volume visualization and graphics
Hardware-Based View-Independent Cell Projection
IEEE Transactions on Visualization and Computer Graphics
Cell projection of convex polyhedra
VG '03 Proceedings of the 2003 Eurographics/IEEE TVCG Workshop on Volume graphics
Image-Space Visibility Ordering for Cell Projection Volume Rendering of Unstructured Data
IEEE Transactions on Visualization and Computer Graphics
Texture-Encoded Tetrahedral Strips
VV '04 Proceedings of the 2004 IEEE Symposium on Volume Visualization and Graphics
Hardware-Based Ray Casting for Tetrahedral Meshes
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Fast deformation of volume data using tetrahedral mesh rasterization
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Hi-index | 0.00 |
We present a new architecture for interactive unstructured volume rendering. Our system moves all the computations necessary for order-independent transparency and volume scan conversion from the CPU to the graphics hardware, and it makes a software sorting pass unnecessary. It therefore provides the same advantages for volume data that triangle-processing hardware provides for surfaces. To address a remaining bottleneck — the bandwidth between main memory and the graphics processor — we introduce two new primitives, tetrahedral strips and tetrahedral fans. These primitives allow performance improvements in rendering tetrahedral meshes similar to the improvements triangle strips and fans allow in rendering triangle meshes. We provide new techniques for generating tetrahedral strips that achieve, on the average, strip lengths of 17 on representative datasets. The combined effect of our architecture and new primitives is a 72 to 85 times increase in performance over triangle graphics hardware approaches. These improvements make it possible to use volumetric tetrahedral meshes in interactive applications.