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
Hierarchical splatting: a progressive refinement algorithm for volume rendering
Proceedings of the 18th 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
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
VVS '94 Proceedings of the 1994 symposium on Volume visualization
An improved illumination model for shaded display
Communications of the ACM
Marching through the Visible Man
VIS '95 Proceedings of the 6th conference on Visualization '95
Towards a comprehensive volume visualization system
VIS '92 Proceedings of the 3rd conference on Visualization '92
Volume sampled voxelization of geometric primitives
VIS '93 Proceedings of the 4th conference on Visualization '93
VolVis: a diversified volume visualization system
VIS '94 Proceedings of the conference on Visualization '94
Fast surface rendering from raster data by voxel traversal using chessboard distance
VIS '94 Proceedings of the conference on Visualization '94
Fast perspective volume rendering with splatting by utilizing a ray-driven approach
Proceedings of the 7th conference on Visualization '96
A haptic interaction method for volume visualization
Proceedings of the 7th conference on Visualization '96
An anti-aliasing technique for splatting
VIS '97 Proceedings of the 8th conference on Visualization '97
Wavelet based adaptive interpolation for volume rendering
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
TriangleCaster: extensions to 3D-texturing units for accelerated volume rendering
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
A practical evaluation of popular volume rendering algorithms
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
A new object-order ray-casting algorithm
Proceedings of the conference on Visualization '02
High-Quality Splatting on Rectilinear Grids with Efficient Culling of Occluded Voxels
IEEE Transactions on Visualization and Computer Graphics
VV '04 Proceedings of the 2004 IEEE Symposium on Volume Visualization and Graphics
Visualization in Medicine: Theory, Algorithms, and Applications
Visualization in Medicine: Theory, Algorithms, and Applications
Acceleration of terrain rendering using cube mesh
ICVR'07 Proceedings of the 2nd international conference on Virtual reality
A boundary surface based ray casting using 6-depth buffers
CIS'04 Proceedings of the First international conference on Computational and Information Science
3D reconstruction of emission and absorption in planetary nebulae
VG'07 Proceedings of the Sixth Eurographics / Ieee VGTC conference on Volume Graphics
Multi-layer depth peeling by single-pass rasterisation for faster isosurface raytracing on GPUs
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
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In this paper we present an acceleration method for volumetric ray tracing which utilizes standard graphics hardware without compromising image accuracy. The graphics hardware is employed to identify those segments of each ray that could possibly contribute to the final image. A volumetric ray tracing algorithm is then used to compute the final image, traversing only the identified segments of the rays. This technique can be used to render volumetric isosurfaces as well as translucent volumes. In addition, this method can accelerate the traversal of shadow rays when performing recursive ray tracing.