Efficient ray tracing of volume data
ACM Transactions on Graphics (TOG)
Filters for common resampling tasks
Graphics gems
Fast algorithms for volume ray tracing
VVS '92 Proceedings of the 1992 workshop on Volume visualization
A Sorting Classification of Parallel Rendering
IEEE Computer Graphics and Applications
Communication Costs for Parallel Volume-Rendering Algorithms
IEEE Computer Graphics and Applications
Image composition methods for sort-last polygon rendering on 2-D mesh architectures
PRS '95 Proceedings of the IEEE symposium on Parallel rendering
Multiresolution techniques for interactive texture-based volume visualization
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Hybrid sort-first and sort-last parallel rendering with a cluster of PCs
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Level-of-detail volume rendering via 3D textures
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Parallel Volume Rendering Using Binary-Swap Compositing
IEEE Computer Graphics and Applications
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
Accelerating Volume Reconstruction With 3D Texture Hardware
Accelerating Volume Reconstruction With 3D Texture Hardware
DIRECT VOLUME RENDERING VIA 3D TEXTURES
DIRECT VOLUME RENDERING VIA 3D TEXTURES
Practical Divisible Load Scheduling on Grid Platforms with APST-DV
IPDPS '05 Proceedings of the 19th IEEE International Parallel and Distributed Processing Symposium (IPDPS'05) - Papers - Volume 01
Sort-First, Distributed Memory Parallel Visualization and Rendering
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
Multiround Algorithms for Scheduling Divisible Loads
IEEE Transactions on Parallel and Distributed Systems
Efficient pipelining parallel methods for image compositing in sort-last rendering
NPC'10 Proceedings of the 2010 IFIP international conference on Network and parallel computing
Giga-scale multiresolution volume rendering on distributed display clusters
HCIV'09 Proceedings of the Second IFIP WG 13.7 conference on Human-computer interaction and visualization
Survey of parallel and distributed volume rendering: revisited
ICCSA'05 Proceedings of the 2005 international conference on Computational Science and Its Applications - Volume Part III
Dynamic load balancing for parallel volume rendering
EG PGV'06 Proceedings of the 6th Eurographics conference on Parallel Graphics and Visualization
Parallel texture-based vector field visualization on curved surfaces using GPU cluster computers
EG PGV'06 Proceedings of the 6th Eurographics conference on Parallel Graphics and Visualization
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Parallel Volume Rendering has been realized using various load distribution methods that subdivide either the screen, called image-space partitioning, or the volume dataset, called object-space partitioning. The major advantages of image-space partitioing are load balancing and low communication overhead, but processors require access to the full volume in order to render the volume with arbitrary views without frequent data redistributions. Subdividing the volume, on the other hand, provides storage scalability as more processors are added, but requires image compositing and thus higher communication bandwidth for producing the final image. In this paper, we present a parallel volume rendering algorithm that combines the benefits of both image-space and object-space partition schemes based on the idea of pixel and volume interleaving. We first subdivide the processors into groups. Each group is responsible for rendering a portion of the volume. Inside of a group, every member interleaves the data samples of the volume and the pixels of the screen. Interleaving the data provides storage scalability and interleaving the pixels reduces communication overhead. Our hybrid object- and image-space partitioning scheme was able to reduce the image compositing cost, incur in low communication overhead and balance rendering workload at the expense of image quality. Experiments on a PC-cluster demonstrate encouraging results.