Footprint evaluation for volume rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Hierarchical splatting: a progressive refinement algorithm for volume rendering
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
An anti-aliasing technique for splatting
VIS '97 Proceedings of the 8th conference on Visualization '97
Eliminating popping artifacts in sheet buffer-based splatting
Proceedings of the conference on Visualization '98
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
FastSplats: optimized splatting on rectilinear grids
Proceedings of the conference on Visualization '00
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Space-time points: 4d splatting on efficient grids
VVS '02 Proceedings of the 2002 IEEE symposium on Volume visualization and graphics
Optimal regular volume sampling
Proceedings of the conference on Visualization '01
Splatting Errors and Antialiasing
IEEE Transactions on Visualization and Computer Graphics
High-Quality Splatting on Rectilinear Grids with Efficient Culling of Occluded Voxels
IEEE Transactions on Visualization and Computer Graphics
IEEE Transactions on Visualization and Computer Graphics
VISSYM '03 Proceedings of the symposium on Data visualisation 2003
Accelerated splatting using a 3D adjacency data structure
GRIN'01 No description on Graphics interface 2001
Hardware-Accelerated Adaptive EWA Volume Splatting
VIS '04 Proceedings of the conference on Visualization '04
Squeeze: numerical-precision-optimized volume rendering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
UberFlow: a GPU-based particle engine
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Technical Section: Visual computing for medical diagnosis and treatment
Computers and Graphics
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part II
GPU-accelerated volume splatting with elliptical RBFs
EUROVIS'06 Proceedings of the Eighth Joint Eurographics / IEEE VGTC conference on Visualization
Interactive iso-surface ray tracing of massive volumetric data sets
EG PGV'07 Proceedings of the 7th Eurographics conference on Parallel Graphics and Visualization
Real-time isosurface rendering of smooth fields
Journal of Visualization
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Splatting is a popular technique for volume rendering, where voxels are represented by Gaussian kernels, whose pre-integrated footprints are accumulated to form the image. Splatting has been mainly used to render pre-shaded volumes, which can result in significant blurring in zoomed views. This can be avoided in the image-aligned splatting scheme, where one accumulates kernel slices into equi-distant, parallel sheet buffers, followed by classification, shading, and compositing. In this work we attempt to evolve this algorithm to the next level: GPU based acceleration. First we describe the challenges that the highly parallel "Gather" architecture of modern GPUs poses to the "Scatter" based nature of a splatting algorithm. We then describe a number of strategies that exploit newly introduced features of the latest-generation hardware to address these limitations. Two crucial operations to boost the performance in image-aligned splatting are the early elimination of hidden splats and the skipping of empty buffer-space. We will describe mechanisms which take advantage of the early z-culling hardware facilities to accomplish both of these operations efficiently in hardware.