Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Footprint evaluation for volume rendering
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Error estimates for finite element methods for scalar conservation laws
SIAM Journal on Numerical Analysis
Hypervolume visualization: a challenge in simplicity
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Isosurfacing in higher dimensions
Proceedings of the conference on Visualization '00
A real-time procedural shading system for programmable graphics hardware
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Ray tracing on programmable graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
High-quality unstructured volume rendering on the PC platform
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Space-time points: 4d splatting on efficient grids
VVS '02 Proceedings of the 2002 IEEE symposium on Volume visualization and graphics
4D space-time techniques: a medical imaging case study
Proceedings of the conference on Visualization '01
Sweeping Simplices: A Fast Iso-Surface Extraction Algorithm for Unstructured Grids
VIS '95 Proceedings of the 6th conference on Visualization '95
Cg: a system for programming graphics hardware in a C-like language
ACM SIGGRAPH 2003 Papers
Proceedings of the 2003 Eurographics/ACM SIGGRAPH symposium on Geometry processing
The VIS-5D system for easy interactive visualization
VIS '90 Proceedings of the 1st conference on Visualization '90
Spacetime meshing with adaptive refinement and coarsening
SCG '04 Proceedings of the twentieth annual symposium on Computational geometry
Counting Cases in Marching Cubes: Toward a Generic Algorithm for Producing Substitopes
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Acceleration Techniques for GPU-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
High-Quality Two-Level Volume Rendering of Segmented Data Sets on Consumer Graphics Hardware
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 Dimensional Direct Rendering of Time-Varying Volumetric Data
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Ray-Tracing Polymorphic Multidomain Spectral/hp Elements for Isosurface Rendering
IEEE Transactions on Visualization and Computer Graphics
Interactive Point-Based Rendering of Higher-Order Tetrahedral Data
IEEE Transactions on Visualization and Computer Graphics
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Computational simulation of time-varying physical processes is of fundamental importance for many scientific and engineering applications. Most frequently, time-varying simulations are performed over multiple spatial grids at discrete points in time. In this paper, we investigate a new approach to time-varying simulation: spacetime discontinuous Galerkin finite element methods. The result of this simulation method is a simplicial tessellation of spacetime with per-element polynomial solutions for physical quantities such as strain, stress, and velocity. To provide accurate visualizations of the resulting solutions, we have developed a method for per-pixel evaluation of solution data on the GPU.We demonstrate the importance of per-pixel rendering versus simple linear interpolation for producing high quality visualizations. We also show that our system can accommodate reasonably large datasets 驴 spacetime meshes containing up to 20 million tetrahedra are not uncommon in this domain.