Graphics gems
A survey of ray tracing acceleration techniques
An introduction to ray tracing
Hierarchical splatting: a progressive refinement algorithm for volume rendering
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Numerical stability of algorithms for 2D Delaunay triangulations
SCG '92 Proceedings of the eighth annual symposium on Computational geometry
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Computer graphics (2nd ed. in C): principles and practice
Computer graphics (2nd ed. in C): principles and practice
Multiresolution tetrahedral framework for visualizing regular volume data
VIS '97 Proceedings of the 8th conference on Visualization '97
Progressive tetrahedralizations
Proceedings of the conference on Visualization '98
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Simplification of Tetrahedral meshes with accurate error evaluation
Proceedings of the conference on Visualization '00
Topology preserving and controlled topology simplifying multiresolution isosurface extraction
Proceedings of the conference on Visualization '00
Simplification of Tetrahedral Meshes with Error Bounds
IEEE Transactions on Visualization and Computer Graphics
A Robust Procedure to Eliminate Degenerate Faces from Triangle Meshes
VMV '01 Proceedings of the Vision Modeling and Visualization Conference 2001
A 3-dimensional representation for fast rendering of complex scenes
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Interactive boolean operations on surfel-bounded solids
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2003 Papers
Selective Refinement Queries for Volume Visualization of Unstructured Tetrahedral Meshes
IEEE Transactions on Visualization and Computer Graphics
Progressive Volume Rendering of Large Unstructured Grids
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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We present a novel approach to interactive visualization and exploration of large unstructured tetrahedral meshes. These massive 3D meshes are used in mission-critical CFD and structural mechanics simulations, and typically sample multiple field values on several millions of unstructured grid points. Our method relies on the preprocessing of the tetrahedral mesh to partition it into non-convex boundaries and internal fragments that are subsequently encoded into compressed multi-resolution data representations. These compact hierarchical data structures are then adaptively rendered and probed in real-time on a commodity PC. Our point-based rendering algorithm, which is inspired by QSplat, employs a simple but highly efficient splatting technique that guarantees interactive frame-rates regardless of the size of the input mesh and the available rendering hardware. It furthermore allows for real-time probing of the volumetric data-set through constructive solid geometry operations as well as interactive editing of color transfer functions for an arbitrary number of field values. Thus, the presented visualization technique allows end-users for the first time to interactively render and explore very large unstructured tetrahedral meshes on relatively inexpensive hardware.