Hierarchical splatting: a progressive refinement algorithm for volume rendering
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Accelerated volume rendering and tomographic reconstruction using texture mapping hardware
VVS '94 Proceedings of the 1994 symposium on Volume visualization
Fast rendering of complex environments using a spatial hierarchy
GI '96 Proceedings of the conference on Graphics interface '96
An anti-aliasing technique for splatting
VIS '97 Proceedings of the 8th conference on Visualization '97
The VolumePro real-time ray-casting system
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Multiresolution techniques for interactive texture-based volume visualization
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
Approximate and probabilistic algorithms for shading and rendering structured particle systems
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
VVS '89 Proceedings of the 1989 Chapel Hill workshop on Volume visualization
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Level-of-detail volume rendering via 3D textures
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
Journal of Computational Physics
Particle Systems—a Technique for Modeling a Class of Fuzzy Objects
ACM Transactions on Graphics (TOG)
The randomized z-buffer algorithm: interactive rendering of highly complex scenes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Multiresolution view-dependent splat based volume rendering of large irregular data
PVG '01 Proceedings of the IEEE 2001 symposium on parallel and large-data visualization and graphics
Hardware-accelerated parallel non-photorealistic volume rendering
NPAR '02 Proceedings of the 2nd international symposium on Non-photorealistic animation and rendering
Proceedings of the conference on Visualization '01
Splatting of Non Rectilinear Volumes Through Stochastic Resampling
IEEE Transactions on Visualization and Computer Graphics
Interactive Texture-Based Volume Rendering for Large Data Sets
IEEE Computer Graphics and Applications
Advanced visualization technology for terascale particle accelerator simulations
Proceedings of the 2002 ACM/IEEE conference on Supercomputing
DIRECT VOLUME RENDERING VIA 3D TEXTURES
DIRECT VOLUME RENDERING VIA 3D TEXTURES
Advanced visualization technology for terascale particle accelerator simulations
Proceedings of the 2002 ACM/IEEE conference on Supercomputing
Illustrative Interactive Stipple Rendering
IEEE Transactions on Visualization and Computer Graphics
Visualizing Gyrokinetic Simulations
VIS '04 Proceedings of the conference on Visualization '04
Multidimensional volume visualization for PC-based microsurgical simulation system
VRCAI '04 Proceedings of the 2004 ACM SIGGRAPH international conference on Virtual Reality continuum and its applications in industry
Visualizing Industrial CT Volume Data for Nondestructive Testing Applications
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Hierarchical clustering of large volumetric datasets
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Fast Cube Cutting for Interactive Volume Visualization
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
Interactive methods for exploring particle simulation data
EUROVIS'05 Proceedings of the Seventh Joint Eurographics / IEEE VGTC conference on Visualization
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The scientific simulation and three-dimensional imaging systems in use today are producing large quantities of data that range from gigabytes to petabytes in size. Direct volume rendering, using hardware-based three-dimensional textures, is a common technique for interactively exploring these data sets. The most serious drawback of this approach is the finite amount of available texture memory. In this paper we introduce a hybrid volume rendering technique based on the use of hardware texture mapping and point-based rendering. This approach allows us to leverage the performance of hardware-based volume rendering and the flexibility of a point-based rendering to generate a more efficient representation that makes possible interactive exploration of large-scale data using a single PC.