Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Raytracing irregular volume data
VVS '90 Proceedings of the 1990 workshop on Volume visualization
A polygonal approximation to direct scalar volume rendering
VVS '90 Proceedings of the 1990 workshop on Volume visualization
Fast traverse of irregular volumes
CG International '92 Proceedings of the 10th International Conference of the Computer Graphics Society on Visual computing : integrating computer graphics with computer vision: integrating computer graphics with computer vision
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
High-quality pre-integrated volume rendering using hardware-accelerated pixel shading
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Tetrahedral projection using vertex shaders
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
Smart hardware-accelerated volume rendering
VISSYM '03 Proceedings of the symposium on Data visualisation 2003
Image-Space Visibility Ordering for Cell Projection Volume Rendering of Unstructured Data
IEEE Transactions on Visualization and Computer 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)
A streaming narrow-band algorithm: interactive computation and visualization of level sets
IEEE Transactions on Visualization and Computer Graphics
Dynamic view-dependent visualization of unstructured tetrahedral volumetric meshes
Journal of Visualization
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Direct volume visualization is an important method in many areas, including computational fluid dynamics and medicine. Achieving interactive rates for direct volume rendering of large unstructured volumetric grids is a challenging problem, but parallelizing direct volume rendering algorithms can help achieve this goal. Using Compute Unified Device Architecture (CUDA), we propose a GPU-based volume rendering algorithm that itself is based on a cell projection-based ray-casting algorithm designed for CPU implementations. We also propose a multicore parallelized version of the cell-projection algorithm using OpenMP. In both algorithms, we favor image quality over rendering speed. Our algorithm has a low memory footprint, allowing us to render large datasets. Our algorithm supports progressive rendering. We compared the GPU implementation with the serial and multicore implementations. We observed significant speed-ups that, together with progressive rendering, enables reaching interactive rates for large datasets.