View dependent isosurface extraction
Proceedings of the conference on Visualization '98
Accelerating volume rendering with quantized voxels
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
DGCI '00 Proceedings of the 9th International Conference on Discrete Geometry for Computer Imagery
Interactive Point-Based Isosurface Extraction
VIS '04 Proceedings of the conference on Visualization '04
Reducing Artifacts between Adjacent Bricks in Multi-resolution Volume Rendering
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
Parallel volume rendering implementation on graphics cards using CUDA
Facing the multicore-challenge
Parallel volume rendering implementation on graphics cards using CUDA
Facing the multicore-challenge
3D visualization for tele-medical diagnosis
ICCSA'06 Proceedings of the 6th international conference on Computational Science and Its Applications - Volume Part I
Acceleration of opacity correction mechanisms for over-sampled volume ray casting
EG PGV'08 Proceedings of the 8th Eurographics conference on Parallel Graphics and Visualization
Cube-4 implementations on the teramac custom computing machine
EGGH'96 Proceedings of the Eleventh Eurographics conference on Graphics Hardware
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Volume rendering is a technique for visualizing 3D arrays of sampled data. It has applications in areas such as medical imaging and scientific visualization, but its use has been limited by its high computational expense. Early implementations of volume rendering used brute-force techniques that require on the order of 100 seconds to render typical data sets on a workstation. Algorithms with optimizations that exploit coherence in the data have reduced rendering times to the range of ten seconds but are still not fast enough for interactive visualization applications. In this thesis we present a family of volume rendering algorithms that reduces rendering times to one second. First we present a scanline-order volume rendering algorithm that exploits coherence in both the volume data and the image. We show that scanline-order algorithms are fundamentally more efficient than commonly-used ray casting algorithms because the latter must perform analytic geometry calculations (e.g. intersecting rays with axis-aligned boxes). The new scanline-order algorithm simply streams through the volume and the image in storage order. We describe variants of the algorithm for both parallel and perspective projections and a multiprocessor implementation that achieves frame rates of over 10 Hz. Second we present a solution to a limitation of existing volume rendering algorithms that use coherence accelerations: they require an expensive preprocessing step every time the volume is classified (i.e. when opacities are assigned to the samples), thereby limiting the usefulness of the algorithms for interactive applications. We introduce a data structure for encoding spatial coherence in unclassified volumes. When combined with our rendering algorithm this data structure allows us to build a fully-interactive volume visualization system.