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
Volume rendering by adaptive refinement
The Visual Computer: International Journal of Computer Graphics
3D visualization of tomographic volume data using the generalized voxel model
The Visual Computer: International Journal of Computer Graphics
A new front to back composition technique for volume rendering
CG International '90 Proceedings of the eighth international conference of the Computer Graphics Society on CG International '90: computer graphics around the world
Octrees for faster isosurface generation
VVS '90 Proceedings of the 1990 workshop on Volume visualization
IEEE Computer Graphics and Applications
The theory, design, implementation and evaluation of a three-dimensional surface detection algorithm
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Back-to-Front Display of Voxel Based Objects
IEEE Computer Graphics and Applications
An updated cross-indexed guide to the ray-tracing literature
ACM SIGGRAPH Computer Graphics
Volume rendering on scalable shared-memory MIMD architectures
VVS '92 Proceedings of the 1992 workshop on Volume visualization
Parallel volume-rendering algorithm performance on mesh-connected multicomputers
PRS '93 Proceedings of the 1993 symposium on Parallel rendering
Communication Costs for Parallel Volume-Rendering Algorithms
IEEE Computer Graphics and Applications
Interactive volume visualization on a heterogeneous message-passing multicomputer
I3D '95 Proceedings of the 1995 symposium on Interactive 3D graphics
Adaptive sampling of intersectable models exploiting image and object-space coherence
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Application note: LAN-based medical visualization communication system
Computer Communications
Hi-index | 0.00 |
Ray casting is a popular method of rendering high quality images from volume data. Its main shortcoming has been the high computational expense. This paper proposes a method of subdividing the image plane with isosceles triangles instead of quadrants as is usually done, resulting in fewer rays being fired without sacrificing image quality. A brief theoretical analysis of the algorithm in comparison with other methods is given.