Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Efficient ray tracing of volume data
ACM Transactions on Graphics (TOG)
Fast algorithms for volume ray tracing
VVS '92 Proceedings of the 1992 workshop on Volume visualization
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Accelerated volume rendering and tomographic reconstruction using texture mapping hardware
VVS '94 Proceedings of the 1994 symposium on Volume visualization
Isosurfacing in span space with utmost efficiency (ISSUE)
Proceedings of the 7th conference on Visualization '96
Accelerated volume rendering using homogeneous region encoding
VIS '97 Proceedings of the 8th conference on Visualization '97
High-quality pre-integrated volume rendering using hardware-accelerated pixel shading
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Smart hardware-accelerated volume rendering
VISSYM '03 Proceedings of the symposium on Data visualisation 2003
Accelerating Volume Reconstruction With 3D Texture Hardware
Accelerating Volume Reconstruction With 3D Texture Hardware
Accelerating volume animation by space-leaping
VIS '93 Proceedings of the 4th conference on Visualization '93
Efficient Point-Based Isosurface Exploration Using the Span-Triangle
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)
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part II
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In this paper, we examine the performance of the early z-culling feature on current high-end commodity graphics cards and present an isosurface-aided hardware acceleration algorithm for slice-based volume rendering (iSBVR) to maximize its utilization. We analyze the computational models for early z-culling of the texture based volume rendering. We demonstrate that the performance improves with two to four times speedup against an original straightforward SBVR on an ATI 9800 pro display board. As volumetric shaders become increasingly complex, the advantages of fast z-culling will become even more pronounced.