Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Hardware assisted volume rendering of unstructured grids by incremental slicing
Proceedings of the 1996 symposium on Volume visualization
A Hardware Acceleration Method for Volumetric Ray Tracing
VIS '95 Proceedings of the 6th conference on Visualization '95
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Hardware-Assisted Visibility Sorting for Unstructured Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Acceleration Techniques for GPU-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Fast scene voxelization and applications
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Multi-fragment effects on the GPU using the k-buffer
Proceedings of the 2007 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2007 sketches
Single-pass GPU solid voxelization for real-time applications
GI '08 Proceedings of graphics interface 2008
Dynamic Shader Generation for GPU-Based Multi-Volume Ray Casting
IEEE Computer Graphics and Applications
Advanced illumination techniques for GPU volume raycasting
ACM SIGGRAPH ASIA 2008 courses
Efficient depth peeling via bucket sort
Proceedings of the Conference on High Performance Graphics 2009
Single pass depth peeling via CUDA rasterizer
SIGGRAPH 2009: Talks
Kd-Jump: a Path-Preserving Stackless Traversal for Faster Isosurface Raytracing on GPUs
IEEE Transactions on Visualization and Computer Graphics
Volume Ray Casting with Peak Finding and Differential Sampling
IEEE Transactions on Visualization and Computer Graphics
GPU-based object-order ray-casting for large datasets
VG'05 Proceedings of the Fourth Eurographics / IEEE VGTC conference on Volume Graphics
Accelerating volume raycasting using proxy spheres
EuroVis'09 Proceedings of the 11th Eurographics / IEEE - VGTC conference on Visualization
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Empty-space skipping is an essential acceleration technique for volume rendering. Image-order empty-space skipping is not well suited to GPU implementation, since it must perform checks on, essentially, a per-sample basis, as in kd-tree traversal, which can lead to a great deal of divergent branching at runtime, which is very expensive in a modern GPU pipeline. In contrast, object-order empty-space skipping is extremely fast on a GPU and has negligible overheads compared with approaches without empty-space skipping, since it employs the hardware unit for rasterisation. However, previous object-order algorithms have been able to skip only exterior empty space and not the interior empty space that lies inside or between volume objects. In this paper, we address these issues by proposing a multi-layer depth-peeling approach that can obtain all of the depth layers of the tight-fitting bounding geometry of the isosurface by a single rasterising pass. The maximum count of layers peeled by our approach can be up to thousands, while maintaining 32-bit float-point accuracy, which was not possible previously. By raytracing only the valid ray segments between each consecutive pair of depth layers, we can skip both the interior and exterior empty space efficiently. In comparisons with 3 state-of-the-art GPU isosurface rendering algorithms, this technique achieved much faster rendering across a variety of data sets.