Area and volume coherence for efficient visualization of 3D scalar functions
VVS '90 Proceedings of the 1990 workshop on Volume visualization
Raytracing irregular volume data
VVS '90 Proceedings of the 1990 workshop on Volume visualization
A polygonal approximation to direct scalar volume rendering
VVS '90 Proceedings of the 1990 workshop on Volume visualization
Visibility-ordering meshed polyhedra
ACM Transactions on Graphics (TOG)
Sorting and hardware assisted rendering for volume visualization
VVS '94 Proceedings of the 1994 symposium on Volume visualization
Hardware-accelerated volume and isosurface rendering based on cell-projection
Proceedings of the conference on Visualization '00
High-quality pre-integrated volume rendering using hardware-accelerated pixel shading
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
High-quality unstructured volume rendering on the PC platform
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A two-step approach for interactive pre-integrated volume rendering of unstructured grids
VVS '02 Proceedings of the 2002 IEEE symposium on Volume visualization and graphics
Cell-projection of cyclic meshes
Proceedings of the conference on Visualization '01
IEEE Computer Graphics and Applications
Smart hardware-accelerated volume rendering
VISSYM '03 Proceedings of the symposium on Data visualisation 2003
Hardware-Based View-Independent Cell Projection
IEEE Transactions on Visualization and Computer Graphics
Acceleration Techniques for GPU-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Hardware-Based Ray Casting for Tetrahedral Meshes
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
High-quality lighting and efficient pre-integration for volume rendering
VISSYM'04 Proceedings of the Sixth Joint Eurographics - IEEE TCVG conference on Visualization
View-dependent tetrahedral meshing and rendering
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Artifacts Caused by Simplicial Subdivision
IEEE Transactions on Visualization and Computer Graphics
IEEE Transactions on Visualization and Computer Graphics
Real-time shell space rendering of volumetric geometry
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Segment-based tetrahedral meshing and rendering
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
VG'05 Proceedings of the Fourth Eurographics / IEEE VGTC conference on Volume Graphics
Hardware-assisted projected tetrahedra
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
Bivariate transfer functions on unstructured grids
EuroVis'09 Proceedings of the 11th Eurographics / IEEE - VGTC conference on Visualization
Hi-index | 0.00 |
Hardware-accelerated direct volume rendering of unstructured volumetric meshes is often based on tetrahedral cell projection, in particular, the Projected Tetrahedra (PT) algorithm and its variants. Unfortunately, even implementations of the most advanced variants of the PT algorithm are very prone to rendering artifacts. In this work, we identify linear interpolation in screen coordinates as a cause for significant rendering artifacts and implement the correct perspective interpolation for the PT algorithm with programmable graphics hardware. We also demonstrate how to use features of modern graphics hardware to improve the accuracy of the coloring of individual tetrahedra and the compositing of the resulting colors, in particular, by employing a logarithmic scale for the pre-integrated color lookup table, using textures with high color resolution, rendering to floating-point color buffers, and alpha dithering. Combined with a correct visibility ordering, these techniques result in the first implementation of the PT algorithm without objectionable rendering artifacts. Apart from the important improvement in rendering quality, our approach also provides a test bed for different implementations of the PT algorithm that allows us to study the particular rendering artifacts introduced by these variants.