Display of Surfaces from Volume Data
IEEE Computer Graphics and Applications
Volume rendering by adaptive refinement
The Visual Computer: International Journal of Computer Graphics
Exploiting temporal coherence in ray tracing
Proceedings on Graphics interface '90
Footprint evaluation for volume rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Fast algorithms for volume ray tracing
VVS '92 Proceedings of the 1992 workshop on Volume visualization
Hierarchical Data Structures and Algorithms for Computer Graphics
IEEE Computer Graphics and Applications
IEEE Computer Graphics and Applications
Efficient methods for volumetric graphics
Efficient methods for volumetric graphics
Towards a comprehensive volume visualization system
VIS '92 Proceedings of the 3rd conference on Visualization '92
A Lipschitz method for accelerated volume rendering
VVS '94 Proceedings of the 1994 symposium on Volume visualization
Fast perspective volume rendering with splatting by utilizing a ray-driven approach
Proceedings of the 7th conference on Visualization '96
Real-time slicing of data space
Proceedings of the 7th conference on Visualization '96
An anti-aliasing technique for splatting
VIS '97 Proceedings of the 8th conference on Visualization '97
The multilevel finite element method for adaptive mesh optimization and visualization of volume data
VIS '97 Proceedings of the 8th conference on Visualization '97
Eliminating popping artifacts in sheet buffer-based splatting
Proceedings of the conference on Visualization '98
Volume rendering based interactive navigation within the human colon (case study)
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
A practical evaluation of popular volume rendering algorithms
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
Accelerated volume ray-casting using texture mapping
Proceedings of the conference on Visualization '01
Fast and reliable space leaping for interactive volume rendering
Proceedings of the conference on Visualization '02
Grouping Volume Renderers for Enhanced Visualization in Computational Fluid Dynamics
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
Fast Ray-Tracing of Rectilinear Volume Data Using Distance Transforms
IEEE Transactions on Visualization and Computer Graphics
A Parallel Volume Visualization Using Extended Space Leaping Method
PARA '00 Proceedings of the 5th International Workshop on Applied Parallel Computing, New Paradigms for HPC in Industry and Academia
Accelerated splatting using a 3D adjacency data structure
GRIN'01 No description on Graphics interface 2001
An Efficient Wavelet-Based Compression Method for Volume Rendering
PG '99 Proceedings of the 7th Pacific Conference on Computer Graphics and Applications
High-Speed Volume Rendering Using Redundant Block Compression
VIS '95 Proceedings of the 6th conference on Visualization '95
Differential volume rendering: a fast volume visualization technique for flow animation
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
Exploiting temporal coherence in ray casted walkthroughs
SCCG '03 Proceedings of the 19th spring conference on Computer graphics
Light Weight Space Leaping using Ray Coherence
VIS '04 Proceedings of the conference on Visualization '04
Adaptive sampling of intersectable models exploiting image and object-space coherence
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Acceleration Techniques for GPU-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Streaming model based volume ray casting implementation for Cell Broadband Engine
Scientific Programming - High Performance Computing with the Cell Broadband Engine
A Half-Skewed Octree for Volume Ray Casting
IEICE - Transactions on Information and Systems
Accelerating volume rendering by ray leaping with back steps
Computer Methods and Programs in Biomedicine
An efficient navigation method for virtual endoscopy using volume ray casting
ICCS'03 Proceedings of the 2003 international conference on Computational science: PartIII
Fast parallel algorithm for volume rendering and its experiment on computational grid
ICCS'03 Proceedings of the 1st international conference on Computational science: PartI
Efficient perspective volume visualization method using progressive depth refinement
CIS'04 Proceedings of the First international conference on Computational and Information Science
Bidirectional distancemap for efficient volume ray casting
ISCIS'06 Proceedings of the 21st international conference on Computer and Information Sciences
A noise-insensitive hierarchical min-max octree for visualization of ultrasound datasets
CIS'05 Proceedings of the 2005 international conference on Computational Intelligence and Security - Volume Part I
Streaming model based volume ray casting implementation for cell broadband engine
EG PGV'08 Proceedings of the 8th Eurographics conference on Parallel Graphics and Visualization
Accelerating volume raycasting using occlusion frustums
SPBG'08 Proceedings of the Fifth Eurographics / IEEE VGTC conference on Point-Based Graphics
Efficient space leaping for ray casting architectures
VG'01 Proceedings of the 2001 Eurographics conference on Volume Graphics
Image-based rendering of surfaces from volume data
VG'01 Proceedings of the 2001 Eurographics conference on Volume Graphics
iSBVR: isosurface-aided hardware acceleration techniques for slice-based volume rendering
VG'05 Proceedings of the Fourth Eurographics / IEEE VGTC conference on Volume Graphics
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In this paper we present a method for speeding the process of volume animation. It exploits coherency between consecutive images to shorten the path rays take through the volume. Rays are provided with the information needed to leap over the empty space and commence volume traversal at the vicinity of meaningful data. The algorithm starts by projecting the volume onto a C-buffer (Coordinates-buffer) which stores the object-space coordinates of the first non-empty voxel visible from a pixel. Following a change in the viewing parameters, the C-buffer is transformed accordingly. Next, coordinates that possibly became hidden are discarded. The remaining values serve as an estimate of the point where the new rays should start their volume traversal. This method does not require 3D preprocessing and does not suffer from any image degradation. It can be combined with existing acceleration techniques and can support any ray traversal algorithm and material modeling scheme.