A polygonal approximation to direct scalar volume rendering
VVS '90 Proceedings of the 1990 workshop on Volume visualization
Sorting and hardware assisted rendering for volume visualization
VVS '94 Proceedings of the 1994 symposium on Volume visualization
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
ROAMing terrain: real-time optimally adapting meshes
VIS '97 Proceedings of the 8th conference on Visualization '97
Multiresolution tetrahedral framework for visualizing regular volume data
VIS '97 Proceedings of the 8th conference on Visualization '97
Simplification of Tetrahedral meshes with accurate error evaluation
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
Octreemizer: a hierarchical approach for interactive roaming through very large volumes
VISSYM '02 Proceedings of the symposium on Data Visualisation 2002
High-quality unstructured volume rendering on the PC platform
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Tetrahedral projection using vertex shaders
VVS '02 Proceedings of the 2002 IEEE symposium on Volume visualization and graphics
Interactive rendering of large volume data sets
Proceedings of the conference on Visualization '02
On visible surface generation by a priori tree structures
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
Hardware-Based Ray Casting for Tetrahedral Meshes
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
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The 2D real time optimally adapting meshes (ROAM) algorithm has had wide success in the field of terrain visualization, because of its efficient error-controlling properties. In this paper, we propose a generalization of ROAM in 3D suitable for scalable volume visualization. Therefore, we perform a straightforward 2D/3D analogy, replacing the triangle of 2D ROAM by its 3D equivalent, the tetrahedron. Although work in the field of hierarchical tetrahedral meshes was widely undertaken, the produced meshes were not used for volumetric rendering purposes. We explain how to compute a bounded error inside the tetrahedron to build a hierarchical tetrahedral mesh and how to refine this mesh in real time to adapt it to the viewing conditions. We further show how to achieve cell sorting in linear time, thus yielding real time view-dependent display of the volumetric object. We present examples of large volume data sets and compare our approach with a similar one. Our results outline the high quality and computational efficiency of our approach.