A polygonal approximation to direct scalar volume rendering
VVS '90 Proceedings of the 1990 workshop on Volume visualization
Visibility-ordering meshed polyhedra
ACM Transactions on Graphics (TOG)
A volume density optical model
VVS '92 Proceedings of the 1992 workshop on Volume visualization
An exact interactive time visibility ordering algorithm for polyhedral cell complexes
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
Hardware-accelerated volume and isosurface rendering based on cell-projection
Proceedings of the conference on Visualization '00
C++ Standard Template Library
Tetrahedral projection using vertex shaders
VVS '02 Proceedings of the 2002 IEEE symposium on Volume visualization and graphics
Hardware-based view-independent cell projection
VVS '02 Proceedings of the 2002 IEEE symposium on Volume visualization and graphics
Cell-projection of cyclic meshes
Proceedings of the conference on Visualization '01
Image-Space Visibility Ordering for Cell Projection Volume Rendering of Unstructured Data
IEEE Transactions on Visualization and Computer Graphics
Hardware-Accelerated Reconstruction of Polygonal Isosurface Representations on Unstructured Grids
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
Projecting Tetrahedra without Rendering Artifacts
VIS '04 Proceedings of the conference on Visualization '04
A Fast High Accuracy Volume Renderer for Unstructured Data
VV '04 Proceedings of the 2004 IEEE Symposium on Volume Visualization and Graphics
Hardware-Assisted Visibility Sorting for Unstructured Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Hardware-Based Ray Casting for Tetrahedral Meshes
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
High-Quality Hardware-Based Ray-Casting Volume Rendering Using Partial Pre-Integration
SIBGRAPI '05 Proceedings of the XVIII Brazilian Symposium on Computer Graphics and Image Processing
IEEE Transactions on Visualization and Computer Graphics
A Practical Quicksort Algorithm for Graphics Processors
ESA '08 Proceedings of the 16th annual European symposium on Algorithms
Interactive exploration of tensor fields in geosciences using volume rendering
Computers & Geosciences
VISSYM'04 Proceedings of the Sixth Joint Eurographics - IEEE TCVG conference on Visualization
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We present a flexible and highly efficient hardware-assisted volume renderer grounded on the original Projected Tetrahedra (PT) algorithm. Unlike recent similar approaches, our method is exclusively based on the rasterization of simple geometric primitives and takes full advantage of graphics hardware. Both vertex and geometry shaders are used to compute the tetrahedral projection, while the volume ray integral is evaluated in a fragment shader; hence, volume rendering is performed entirely on the GPU within a single pass through the pipeline. We apply a CUDA-based visibility ordering achieving rendering and sorting performance of over 6 M Tet/s for unstructured datasets. Furthermore, as each tetrahedron is processed independently, we employ a data-parallel solution which is neither bound by GPU memory size nor does it rely on auxiliary volume information. In addition, isosurfaces can be readily extracted during the rendering process, and time-varying data are handled without extra burden.