Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th 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
Octrees for faster isosurface generation
ACM Transactions on Graphics (TOG)
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Frequency domain volume rendering
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
ACM Transactions on Graphics (TOG)
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Hardware-accelerated volume and isosurface rendering based on cell-projection
Proceedings of the conference on Visualization '00
Fast Isosurface Generation Using the Volume Thinning Algorithm
IEEE Transactions on Visualization and Computer Graphics
Fast Isosurface Generation Using the Cell-Edge Centered Propagation Algorithm
ISHPC '00 Proceedings of the Third International Symposium on High Performance Computing
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Surface-based rendering techniques, particularly those that extract a polygonal approximation of an isosurface, are widely used in volume visualization. As dataset size increases though, the computational demands of these methods can overwhelm typically available computing resources. Recent work on accelerating such techniques has focused on preprocessing the volume data or postprocessing the extracted polygonization. Our new algorithm concentrates instead on streamlining the surface extraction process itself so as to accelerate the rendering of large volumes. The technique shortens the conventional isosurface visualization pipeline by eliminating the intermediate polygonization. We compute the contribution of the isosurface within a volume cell to the resulting image directly from a simplified numerical description of the cell/surface intersection. Our approach also reduces the work in the remaining stages of the visualization process. By quantizing the volume data, we exploit precomputed and cached data at key processing steps to improve rendering efficiency. The resulting implementation provides comparatively fast renderings with reasonable image quality.