A polygonal approximation to direct scalar volume rendering
VVS '90 Proceedings of the 1990 workshop on Volume visualization
Scalable parallel volume raycasting for nonrectilinear computational grids
PRS '93 Proceedings of the 1993 symposium on Parallel rendering
Generating random points in a tetrahedron
Journal of Graphics Tools
VolVis: a diversified volume visualization system
VIS '94 Proceedings of the conference on Visualization '94
Monte Carlo Statistical Methods (Springer Texts in Statistics)
Monte Carlo Statistical Methods (Springer Texts in Statistics)
Volume Rendering Using Tiny Particles
ISM '06 Proceedings of the Eighth IEEE International Symposium on Multimedia
CUDA-Based Volume Ray-Casting Using Cubic B-spline
ICVRV '11 Proceedings of the 2011 International Conference on Virtual Reality and Visualization
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In this paper we propose a particle-based volume rendering approach for unstructured, three-dimensional, tetrahedral polygon meshes. We stochastically generate millions of particles per second and project them on the screen in real-time. In contrast to previous rendering techniques of tetrahedral volume meshes, our method does not need a prior depth sorting of geometry. Instead, the rendered image is generated by choosing particles closest to the camera. Furthermore, we use spatial superimposing. Each pixel is constructed from multiple subpixels. This approach not only increases projection accuracy, but allows also a combination of subpixels into one superpixel that creates the well-known translucency effect of volume rendering. We show that our method is fast enough for the visualization of unstructured three-dimensional grids with hard real-time constraints and that it scales well for a high number of particles.