Footprint evaluation for volume rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Hierarchical splatting: a progressive refinement algorithm for volume rendering
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Hypervolume visualization: a challenge in simplicity
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
Fluids in the universe: adaptive mesh refinement in cosmology
Computing in Science and Engineering
Diving Deep: Data-Management and Visualization Strategies for Adaptive Mesh Refinement Simulations
Computing in Science and Engineering
High-quality Volume Rendering of Adaptive Mesh Refinement Data
VMV '01 Proceedings of the Vision Modeling and Visualization Conference 2001
Texture splats for 3D scalar and vector field visualization
VIS '93 Proceedings of the 4th conference on Visualization '93
Extraction of crack-free isosurfaces from adaptive mesh refinement data
EGVISSYM'01 Proceedings of the 3rd Joint Eurographics - IEEE TCVG conference on Visualization
Parallel Cell Projection Rendering of Adaptive Mesh Refinement Data
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
The Feature Tree: Visualizing Feature Tracking in Distributed AMR Datasets
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
Hierarchical Splatting of Scattered Data
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
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Adaptive mesh refinement (AMR) is a popular computational simulation technique used in various scientific and engineering fields. Although AMR data is organized in a hierarchical multi-resolution data structure, the traditional volume visualization algorithms such as ray-casting and splatting cannot handle the form without converting it to a sophisticated data structure. In this paper, we present a hierarchical multi-resolution splatting technique using k-d trees and octrees for AMR data that is suitable for implementation on the latest consumer PC graphics hardware. We describe a graphical user interface to set transfer function and viewing / rendering parameters interactively. Experimental results obtained on a general purpose PC equipped with NVIDIA GeForce card are presented to demonstrate that the technique can interactively render AMR data (over 20 frames per second). Our scheme can easily be applied to parallel rendering of time-varying AMR data.