Raytracing irregular volume data
VVS '90 Proceedings of the 1990 workshop on Volume visualization
Direct volume rendering of curvilinear volumes
VVS '90 Proceedings of the 1990 workshop on Volume visualization
Progressive tetrahedralizations
Proceedings of the conference on Visualization '98
Grow & fold: compression of tetrahedral meshes
Proceedings of the fifth ACM symposium on Solid modeling and applications
Tetrahedral mesh compression with the cut-border machine
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Simplification of Tetrahedral meshes with accurate error evaluation
Proceedings of the conference on Visualization '00
On-the-Fly rendering of losslessly compressed irregular volume data
Proceedings of the conference on Visualization '00
TetFusion: an algorithm for rapid tetrahedral mesh simplification
Proceedings of the conference on Visualization '02
Multiresolution Representation and Visualization of Volume Data
IEEE Transactions on Visualization and Computer Graphics
Simplification of Tetrahedral Meshes with Error Bounds
IEEE Transactions on Visualization and Computer Graphics
Fast Projection-Based Ray-Casting Algorithm for Rendering Curvilinear Volumes
IEEE Transactions on Visualization and Computer Graphics
Generalized Unstructured Decimation
IEEE Computer Graphics and Applications
Time-Critical Rendering of Irregular Grids
SIBGRAPI '00 Proceedings of the 13th Brazilian Symposium on Computer Graphics and Image Processing
Simple, Fast, and Robust Ray Casting of Irregular Grids
Dagstuhl '97, Scientific Visualization
Volume Decimation of Irregular Tetrahedral Grids
CGI '99 Proceedings of the International Conference on Computer Graphics
Compression Domain Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Hierarchical Clustering for Unstructured Volumetric Scalar Fields
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
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Very large irregular-grid volume data sets are typically represented as tetrahedral mesh and require substantial disk I/O and rendering computation. One effective way to reduce this demanding resource requirement is compression. Previous research showed how rendering and decompression of a losslessly compressed irregular-grid data set can be integrated into a one-pass computation. This work advances the state of the art one step further by showing that a losslessly compressed irregular volume data set can be simplified while it is being decompressed and that simplification, decompression, and rendering can again be integrated into a pipeline that requires only a single pass through the data sets. Since simplification is a form of lossy compression, the on-the-fly volume simplification algorithm provides a powerful mechanism to dynamically create versions of a tetrahedral mesh at multiple resolution levels directly from its losslessly compressed representation, which also corresponds to the finest resolution level. In particular, an irregular-grid volume renderer can exploit this multi-resolution representation to maintain interactivity on a given hardware/software platform by automatically adjusting the amount of rendering computation that could be afforded, or performing so called time-critical rendering. The proposed tetrahedral mesh simplification algorithm and its integration with volume decompression and rendering has been successfully implemented in the Gatun system. Performance measurements on the Gatun prototype show that simplification only adds less than 5% of performance overhead on an average and with multi-resolution pre-simplification the end-to-end rendering delay indeed decreases in an approximately linear fashion with respect to the simplification ratio.