Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Display of Surfaces from Volume Data
IEEE Computer Graphics and Applications
Volume rendering by adaptive refinement
The Visual Computer: International Journal of Computer Graphics
Octrees for faster isosurface generation
VVS '90 Proceedings of the 1990 workshop on Volume visualization
An efficient method for volume rendering using perspective projection
VVS '90 Proceedings of the 1990 workshop on Volume visualization
A Lipschitz method for accelerated volume rendering
VVS '94 Proceedings of the 1994 symposium on Volume visualization
Proximity clouds—an acceleration technique for 3D grid traversal
The Visual Computer: International Journal of Computer Graphics
Multi-frame thrashless ray casting with advancing ray-front
GI '96 Proceedings of the conference on Graphics interface '96
Isosurfacing in span space with utmost efficiency (ISSUE)
Proceedings of the 7th conference on Visualization '96
Accelerated volume rendering using homogeneous region encoding
VIS '97 Proceedings of the 8th conference on Visualization '97
Interactive ray tracing for isosurface rendering
Proceedings of the conference on Visualization '98
A practical evaluation of popular volume rendering algorithms
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
A visibility determination algorithm for interactive virtual endoscopy
Proceedings of the conference on Visualization '00
Image based rendering with stable frame rates
Proceedings of the conference on Visualization '00
Parallel view-dependent isosurface extraction using multi-pass occlusion culling
PVG '01 Proceedings of the IEEE 2001 symposium on parallel and large-data visualization and graphics
Accelerated volume ray-casting using texture mapping
Proceedings of the conference on Visualization '01
Perspective Projection through Parallel Projected Slabs for Virtual Endoscopy
SCCG '01 Proceedings of the 17th Spring conference on Computer graphics
STEPS - An Application for Simulation of Transsphenoidal Endonasal Pituitary Surgery
VIS '04 Proceedings of the conference on Visualization '04
Advanced Virtual Endoscopic Pituitary Surgery
IEEE Transactions on Visualization and Computer Graphics
Faster Isosurface Ray Tracing Using Implicit KD-Trees
IEEE Transactions on Visualization and Computer Graphics
Visualization in Medicine: Theory, Algorithms, and Applications
Visualization in Medicine: Theory, Algorithms, and Applications
Efficient display of background objects for virtual endoscopy using flexible first-hit ray casting
VISSYM'04 Proceedings of the Sixth Joint Eurographics - IEEE TCVG conference on Visualization
Perspective isosurface and direct volume rendering for virtual endoscopy applications
EUROVIS'06 Proceedings of the Eighth Joint Eurographics / IEEE VGTC conference on Visualization
Interactive iso-surface ray tracing of massive volumetric data sets
EG PGV'07 Proceedings of the 7th Eurographics conference on Parallel Graphics and Visualization
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Cell-based first-hit ray casting is a new technique for fast perspective volume visualization. This technique, based on the well known ray casting algorithm, performs iso-surfacing and supports interactive threshold adjustment. It is accelerated by the reduction of average ray path lengths to only a few steps per pixel. The volume is divided into cubic sub volumes. Each sub volume that is intersected by an iso-surface is projected to the image plane. A local ray casting step within the sub volume is performed for each pixel covered by the projection. Cell-based first-hit ray casting is perfectly suited whenever fast perspective iso-surfacing is required. This paper describes the basic algorithm, presents possible optimizations and evaluates the performance of the algorithm for one specific application, the post-implantation assessment of endovascular stent placement. It will be shown that the algorithm, though executed on a single processor machine without any hardware acceleration, performs well for view points inside as well as outside the stented blood vessel and significantly outperforms an optimized, yet more conventional ray casting technique.