QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the conference on Visualization '01
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VV '04 Proceedings of the 2004 IEEE Symposium on Volume Visualization and Graphics
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GPU-based object-order ray-casting for large datasets
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Multi-layer depth peeling by single-pass rasterisation for faster isosurface raytracing on GPUs
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In this paper, we propose an efficient solution that addresses the performance problems of current single-pass GPU raycasting algorithms. Our paper provides more control over the rendering process by introducing tighter ray segments for raycasting, while at the same time avoiding the introduction of any new rendering artefacts. We achieve this by dynamically generating, on the GPU, a coarsely fitted proxy geometry, composed of spheres, for the active blocks. The spheres are then rasterised into two z-buffers by a single rendering pass. The resulting two z-buffers are used as the first-hit and last-hit points for the subsequent raycaster. With this approach, only the valid ray segments between the two z-buffers need to be sampled during raycasting. This also provides more coherent parallelism on the GPU due to more consistent ray length and avoidance of the overheads and dynamic branching of performing checks on a per-sample basis during the raycasting pass. Our technique is ideal for dynamic data exploration in which both the transfer function and view parameters need to be changed frequently at runtime. The rendering results of our algorithm are identical to the general cubebased proxy geometry algorithm, but the performance can be up to 15.7 times faster. Furthermore, the approach can be adopted by any existing raycasting system in a straightforward way.