Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Octrees for faster isosurface generation
ACM Transactions on Graphics (TOG)
Isosurfacing in span space with utmost efficiency (ISSUE)
Proceedings of the 7th conference on Visualization '96
Isosurface extraction in time-varying fields using a temporal hierarchical index tree
Proceedings of the conference on Visualization '98
Isosurface extraction in time-varying fields using a temporal branch-on-need tree (T-BON)
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
A fast volume rendering algorithm for time-varying fields using a time-space partitioning (TSP) tree
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
VVS '89 Proceedings of the 1989 Chapel Hill workshop on Volume visualization
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A Near Optimal Isosurface Extraction Algorithm Using the Span Space
IEEE Transactions on Visualization and Computer Graphics
Speeding Up Isosurface Extraction Using Interval Trees
IEEE Transactions on Visualization and Computer Graphics
IEEE Computer Graphics and Applications
ShellSplatting: interactive rendering of anisotropic volumes
VISSYM '03 Proceedings of the symposium on Data visualisation 2003
Space Efficient Fast Isosurface Extraction for Large Datasets
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
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For the visualisation of time-dependent data sets, interactive isosurface extraction and rendering is desirable. It allows the user to study the development of a surface shape in time, such as a moving front or an evolving object shape. For this purpose, the user must be able to interactively specify an isovalue, and a sequence of isosurfaces must be visualised, starting from any time step, in forward or backward direction in time. In this paper, we describe efficient and tightly coupled techniques for time-dependent isosurface extraction and rendering at interactive frame rates. In preprocessing, we create data structures from a time-dependent data set that allow real-time extraction of all isovalue-spanning cells, achieving rates of several hundreds of frames per second. These isovalued cells are then passed to a fast hardware-assisted direct point rendering algorithm for display, thus avoiding time expensive surface construction by triangulation. This algorithm makes effective use of the available graphics hardware.