Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
On the numerical condition of polynomials in Berstein form
Computer Aided Geometric Design
An introduction to wavelets
A multiresolution framework for volume rendering
VVS '94 Proceedings of the 1994 symposium on Volume visualization
Wavelets for computer graphics: theory and applications
Wavelets for computer graphics: theory and applications
Bicubic subdivision-surface wavelets for large-scale isosurface representation and visualization
Proceedings of the conference on Visualization '00
Efficient Triangular Surface Approximations Using Wavelets and Quadtree Data Structures
IEEE Transactions on Visualization and Computer Graphics
Performance Evaluation of Multiresolution Isosurface Rendering
Dagstuhl '97, Scientific Visualization
Ray tracing algebraic surfaces
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
An Efficient Wavelet-Based Compression Method for Volume Rendering
PG '99 Proceedings of the 7th Pacific Conference on Computer Graphics and Applications
Faster Isosurface Ray Tracing Using Implicit KD-Trees
IEEE Transactions on Visualization and Computer Graphics
Real-time GPU rendering of piecewise algebraic surfaces
ACM SIGGRAPH 2006 Papers
Real-time Volume Graphics
Interactive volume isosurface rendering using BT volumes
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Coherent multiresolution isosurface ray tracing
The Visual Computer: International Journal of Computer Graphics
GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Wavelets for adaptively refined 3√2-subdivision meshes
International Journal of Computers and Applications
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We present an interactive rendering method for isosurfaces in a voxel grid. The underlying trivariate function is represented as a spline wavelet hierarchy, which allows for adaptive (view-dependent) selection of the desired level-of-detail by superimposing appropriately weighted basis functions. Different root finding techniques are compared with respect to their precision and efficiency. Both wavelet reconstruction and root finding are implemented in CUDA to utilize the high computational performance of Nvidia's hardware and to obtain high quality results. We tested our methods with datasets of up to 5123 voxels and demonstrate interactive frame rates for a viewport size of up to 1024 × 768 pixels.