Fast volumetric CSG modeling using standard graphics system
Proceedings of the seventh ACM symposium on Solid modeling and applications
Volume clipping via per-fragment operations in texture-based volume visualization
Proceedings of the conference on Visualization '02
IEEE Transactions on Visualization and Computer Graphics
Application of the two-sided depth test to CSG rendering
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Depth-Peeling for Texture-Based Volume Rendering
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Towards a comprehensive volume visualization system
VIS '92 Proceedings of the 3rd conference on Visualization '92
Blister: GPU-based rendering of Boolean combinations of free-form triangulated shapes
ACM SIGGRAPH 2005 Papers
Acceleration Techniques for GPU-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
High-Quality Two-Level Volume Rendering of Segmented Data Sets on Consumer Graphics Hardware
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Real-time Volume Graphics
Multi-fragment effects on the GPU using the k-buffer
Proceedings of the 2007 symposium on Interactive 3D graphics and games
IEEE Transactions on Visualization and Computer Graphics
Ray casting of multiple volumetric datasets with polyhedral boundaries on manycore GPUs
ACM SIGGRAPH Asia 2009 papers
Perspective isosurface and direct volume rendering for virtual endoscopy applications
EUROVIS'06 Proceedings of the Eighth Joint Eurographics / IEEE VGTC conference on Visualization
Layers for effective volume rendering
SPBG'08 Proceedings of the Fifth Eurographics / IEEE VGTC conference on Point-Based Graphics
A simple and flexible volume rendering framework for graphics-hardware-based raycasting
VG'05 Proceedings of the Fourth Eurographics / IEEE VGTC conference on Volume Graphics
Luggage visualization and virtual unpacking
Proceedings of the Workshop at SIGGRAPH Asia
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We present multi-layer volume ray casting that integrates various volume rendering enhancements into a unified framework, including empty-space skipping, volume clipping, embedding opaque and semi-transparent objects, volume editing through constructional solid geometry (CSG) operations, etc. The central idea is to consider all these objects as volume-of-interests(VOIs). Each VOI is assigned a priority number to determine how the overlapped regions are handled. All the information of the VOIs are encoded into a ray-layer buffer through depth peeling combined with layer simplification. Each pixel of a ray-layer buffer contains the information of a set of ray segments, including the starting locations and the material IDs. The multi-layer ray caster then renders (or skips) each ray segment with the proper viewing parameters depending on the material IDs. The ray-layer buffer is also used to estimate the gradients of surfaces between the layers to improve shading.