Display of Surfaces from Volume Data
IEEE Computer Graphics and Applications
Efficient ray tracing of volume data
ACM Transactions on Graphics (TOG)
Footprint evaluation for volume rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
A coherent projection approach for direct volume rendering
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Wavelength dependent reflectance functions
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Fast volume rendering using a shear-warp factorization of the viewing transformation
SIGGRAPH '94 Proceedings of the 21st 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
Direct volume rendering with shading via three-dimensional textures
Proceedings of the 1996 symposium on Volume visualization
Hierarchical polygon tiling with coverage masks
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Efficiently using graphics hardware in volume rendering applications
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
High-quality volume rendering using texture mapping hardware
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Opacity-weighted color interpolation, for volume sampling
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
Eliminating popping artifacts in sheet buffer-based splatting
Proceedings of the conference on Visualization '98
The VolumePro real-time ray-casting system
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
High performance presence-accelerated ray casting
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
VVS '89 Proceedings of the 1989 Chapel Hill workshop on Volume visualization
Accelerating volume rendering with quantized voxels
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
A practical evaluation of popular volume rendering algorithms
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
FastSplats: optimized splatting on rectilinear grids
Proceedings of the conference on Visualization '00
High-quality pre-integrated volume rendering using hardware-accelerated pixel shading
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Optimal regular volume sampling
Proceedings of the conference on Visualization '01
Accelerated volume ray-casting using texture mapping
Proceedings of the conference on Visualization '01
Optical Models for Direct Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Evaluation and Design of Filters Using a Taylor Series Expansion
IEEE Transactions on Visualization and Computer Graphics
High-Quality Splatting on Rectilinear Grids with Efficient Culling of Occluded Voxels
IEEE Transactions on Visualization and Computer Graphics
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
A Hardware Acceleration Method for Volumetric Ray Tracing
VIS '95 Proceedings of the 6th conference on Visualization '95
An evaluation of reconstruction filters for volume rendering
VIS '94 Proceedings of the conference on Visualization '94
VV '04 Proceedings of the 2004 IEEE Symposium on Volume Visualization and Graphics
Squeeze: numerical-precision-optimized volume rendering
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Empty Space Skipping and Occlusion Clipping for Texture-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
A Frequency-Sensitive Point Hierarchy for Images and Volumes
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Low-complexity maximum intensity projection
ACM Transactions on Graphics (TOG)
Visualization in Medicine: Theory, Algorithms, and Applications
Visualization in Medicine: Theory, Algorithms, and Applications
A-PARM: Adaptive Division of Sub-cells in the PARM for Efficient Volume Ray Casting
ICCS '07 Proceedings of the 7th international conference on Computational Science, Part I: ICCS 2007
A Half-Skewed Octree for Volume Ray Casting
IEICE - Transactions on Information and Systems
CGIM '07 Proceedings of the Ninth IASTED International Conference on Computer Graphics and Imaging
Hardware-accelerated volume rendering for real-time medical data visualization
ISVC'07 Proceedings of the 3rd international conference on Advances in visual computing - Volume Part II
PARM: data structure for efficient volume ray casting
ISCIS'06 Proceedings of the 21st international conference on Computer and Information Sciences
Hierarchical σ-octree for visualization of ultrasound datasets
FSKD'06 Proceedings of the Third international conference on Fuzzy Systems and Knowledge Discovery
High accuracy NC milling simulation using composite adaptively sampled distance fields
Computer-Aided Design
Interactive iso-surface ray tracing of massive volumetric data sets
EG PGV'07 Proceedings of the 7th Eurographics conference on Parallel Graphics and Visualization
GPU-based object-order ray-casting for large datasets
VG'05 Proceedings of the Fourth Eurographics / IEEE VGTC conference on Volume Graphics
Hi-index | 0.00 |
Many direct volume rendering algorithms have been proposed during the last decade to render 2563 voxels interactively. However a lot of limitations are inherent to all of them, like low-quality images, a small viewport size or a fixed classification. In contrast, interactive high quality algorithms are still a challenge nowadays. We introduce here an efficient and accurate technique called object-order ray-casting that can achieve up to 10 fps on current workstations. Like usual ray-casting, colors and opacities are evenly sampled along the ray, but now within a new object-order algorithm. Thus, it allows to combine the main advantages of both worlds in term of speed and quality. We also describe an efficient hidden volume removal technique to compensate for the loss of early ray termination.