A polygonal approximation to direct scalar volume rendering
VVS '90 Proceedings of the 1990 workshop on Volume visualization
Volume rendering on scalable shared-memory MIMD architectures
VVS '92 Proceedings of the 1992 workshop on Volume visualization
Scalable parallel volume raycasting for nonrectilinear computational grids
PRS '93 Proceedings of the 1993 symposium on Parallel rendering
Real-time volume rendering on shared memory multiprocessors using the shear-warp factorization
PRS '95 Proceedings of the IEEE symposium on Parallel rendering
Parallel volume ray-casting for unstructured-grid data on distributed-memory architectures
PRS '95 Proceedings of the IEEE symposium on Parallel rendering
Hierarchical and parallelizable direct volume rendering for irregular and multiple grids
Proceedings of the 7th conference on Visualization '96
PRS '97 Proceedings of the IEEE symposium on Parallel rendering
The VSBUFFER: visibility ordering of unstructured volume primitives by polygon drawing
VIS '97 Proceedings of the 8th conference on Visualization '97
Efficiently using graphics hardware in volume rendering applications
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Accelerated ray-casting for curvilinear volumes
Proceedings of the conference on Visualization '98
Parallel visualization of large-scale aerodynamics calculations: a case study on the Cray T3E
PVGS '99 Proceedings of the 1999 IEEE symposium on Parallel visualization and graphics
ZSWEEP: an efficient and exact projection algorithm for unstructured volume rendering
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
Parallel Computer Architecture: A Hardware/Software Approach
Parallel Computer Architecture: A Hardware/Software Approach
Optical Models for Direct Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Analysis of a Parallel Volume Rendering System Based on the Shear-Warp Factorization
IEEE Transactions on Visualization and Computer Graphics
The Lazy Sweep Ray Casting Algorithm for Rendering Irregular Grids
IEEE Transactions on Visualization and Computer Graphics
Simple, Fast, and Robust Ray Casting of Irregular Grids
Dagstuhl '97, Scientific Visualization
R-buffer: a pointerless A-buffer hardware architecture
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
PVG '01 Proceedings of the IEEE 2001 symposium on parallel and large-data visualization and graphics
Out-Of-Core Rendering of Large, Unstructured Grids
IEEE Computer Graphics and Applications
Image-Space Visibility Ordering for Cell Projection Volume Rendering of Unstructured Data
IEEE Transactions on Visualization and Computer Graphics
IEEE Transactions on Parallel and Distributed Systems
Journal of Parallel and Distributed Computing
High performance approach for inner structures visualisation in medical data
International Journal of Computer Applications in Technology
A Scalable Parallel Software Volume Rendering Algorithm for Large-Scale Unstructured Data
ICCS '07 Proceedings of the 7th international conference on Computational Science, Part I: ICCS 2007
An architecture for interactive tetrahedral volume rendering
VG'01 Proceedings of the 2001 Eurographics conference on Volume Graphics
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In this paper we describe a simple parallelization of the ZSWEEP algorithm for rendering unstructured volumetric grids on distributed-shared memory machines, and study its performance on three generations of SGI multiprocessors, including the new Origin 3000 series. The main idea of the ZSWEEP algorithm is very simple; it is based on sweeping the data with a plane parallel to the viewing plane, in order of increasing z, projecting the faces of cells that are incident to vertices as they are encountered by the sweep plane. Our parallel extension of the basic algorithm makes use of an image-based task partitioning scheme. Essentially, the screen is divided in more tiles than the number of processors, then each processor performs the sweep independently on the next available tile, until no more tiles are available to render. Here, we detail the modifications necessary to efficiently extend the sequential algorithm to work on shared-memory machines. We report on the performance of our implementation, and show that the tile-based ZSWEEP is naturally cache friendly, achieves fast rendering times, and substantial speedups on all the machines we used for testing. On one processor of our Origin 3000, we measure the L2 data cache hit rate of the tile-based ZSWEEP to be over 99%; a parallel efficiency of 83% on 16 processors; and rendering rates of about 300 thousand tetrahedra per second for a 1024 × 1024 image.