Introduction to algorithms
Visibility-ordering meshed polyhedra
ACM Transactions on Graphics (TOG)
Fast shadows and lighting effects using texture mapping
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Computational geometry and visualization: problems at the interface
Scientific visualization of physical phenomena
Sorting and hardware assisted rendering for volume visualization
VVS '94 Proceedings of the 1994 symposium on Volume visualization
Realistic input models for geometric algorithms
SCG '97 Proceedings of the thirteenth annual symposium on Computational geometry
An exact interactive time visibility ordering algorithm for polyhedral cell complexes
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
Z3: an economical hardware technique for high-quality antialiasing and transparency
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
ZSWEEP: an efficient and exact projection algorithm for unstructured volume rendering
VVS '00 Proceedings of the 2000 IEEE symposium on Volume visualization
A Characterization of Ten Hidden-Surface Algorithms
ACM Computing Surveys (CSUR)
The Quadtree and Related Hierarchical Data Structures
ACM Computing Surveys (CSUR)
Hardware-accelerated volume and isosurface rendering based on cell-projection
Proceedings of the conference on Visualization '00
Geometry and topology for mesh generation
Geometry and topology for mesh generation
R-buffer: a pointerless A-buffer hardware architecture
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Hacker's Delight
High-quality unstructured volume rendering on the PC platform
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A solution to the hidden surface problem
ACM '72 Proceedings of the ACM annual conference - Volume 1
Tetrahedral projection using vertex shaders
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
Optical Models for Direct Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Transparency and Antialiasing Algorithms Implemented with the Virtual Pixel Maps Technique
IEEE Computer Graphics and Applications
Out-Of-Core Rendering of Large, Unstructured Grids
IEEE Computer Graphics and Applications
Sorting for Polyhedron Compositing
Focus on Scientific Visualization
A Model for Volume Lighting and Modeling
IEEE Transactions on Visualization and Computer Graphics
Hardware-Based View-Independent Cell Projection
IEEE Transactions on Visualization and Computer Graphics
On visible surface generation by a priori tree structures
SIGGRAPH '80 Proceedings of the 7th annual conference on Computer graphics and interactive techniques
The A -buffer, an antialiased hidden surface method
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Cell projection of convex polyhedra
VG '03 Proceedings of the 2003 Eurographics/IEEE TVCG Workshop on Volume graphics
Delay streams for graphics hardware
ACM SIGGRAPH 2003 Papers
Image-Space Visibility Ordering for Cell Projection Volume Rendering of Unstructured Data
IEEE Transactions on Visualization and Computer Graphics
Texture-Encoded Tetrahedral Strips
VV '04 Proceedings of the 2004 IEEE Symposium on Volume Visualization and Graphics
UberFlow: a GPU-based particle engine
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
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)
Proceedings of the 2005 symposium on Interactive 3D graphics and games
IEEE Transactions on Visualization and Computer Graphics
An accelerating splatting algorithm based on multi-texture mapping for volume rendering
Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia
Progressive volume rendering of unstructured grids on modern GPUs
ACM SIGGRAPH 2006 Sketches
Progressive Volume Rendering of Large Unstructured Grids
IEEE Transactions on Visualization and Computer Graphics
A Generic and Scalable Pipeline for GPU Tetrahedral Grid Rendering
IEEE Transactions on Visualization and Computer Graphics
Multi-fragment effects on the GPU using the k-buffer
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Scalable Hybrid Unstructured and Structured Grid Raycasting
IEEE Transactions on Visualization and Computer Graphics
Interactive Isosurface Ray Tracing of Time-Varying Tetrahedral Volumes
IEEE Transactions on Visualization and Computer Graphics
Larrabee: a many-core x86 architecture for visual computing
ACM SIGGRAPH 2008 papers
Hardware-Accelerated Particle-Based Volume Rendering for Multiple Irregular Volumes
ISVC '08 Proceedings of the 4th International Symposium on Advances in Visual Computing, Part II
Ray casting of multiple volumetric datasets with polyhedral boundaries on manycore GPUs
ACM SIGGRAPH Asia 2009 papers
An object selecting method for accelerating volume rendering of large datasets
VIIP '07 The Seventh IASTED International Conference on Visualization, Imaging and Image Processing
Sorting-free pre-integrated projected tetrahedra
Proceedings of the 2009 Workshop on Ultrascale Visualization
Multi-layered framebuffer condensation: the l-buffer concept
ICCVG'10 Proceedings of the 2010 international conference on Computer vision and graphics: Part II
Level-of-detail rendering of large-scale irregular volume datasets using particles
Journal of Computer Science and Technology
Technical Section: A survey of raster-based transparency techniques
Computers and Graphics
Fast global illumination baking via ray-bundles
SIGGRAPH Asia 2011 Sketches
Real-time bidirectional path tracing via rasterization
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Depth-presorted triangle lists
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Real-time concurrent linked list construction on the GPU
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
EUROVIS'07 Proceedings of the 9th Joint Eurographics / IEEE VGTC conference on Visualization
Interactive volume rendering of unstructured grids with time-varying scalar fields
EG PGV'06 Proceedings of the 6th Eurographics conference on Parallel Graphics and Visualization
Hybrid CPU-GPU unstructured meshes parallel volume rendering on PC clusters
EG PGV'07 Proceedings of the 7th Eurographics conference on Parallel Graphics and Visualization
iRun: interactive rendering of large unstructured grids
EG PGV'07 Proceedings of the 7th Eurographics conference on Parallel Graphics and Visualization
Memory efficient GPU-based ray casting for unstructured volume rendering
SPBG'08 Proceedings of the Fifth Eurographics / IEEE VGTC conference on Point-Based Graphics
Visualization for the Physical Sciences
Computer Graphics Forum
Out-of-core simplification and crack-free LOD volume rendering for irregular grids
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
Hardware-assisted projected tetrahedra
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
Multi-layer depth peeling by single-pass rasterisation for faster isosurface raytracing on GPUs
EuroVis'10 Proceedings of the 12th Eurographics / IEEE - VGTC conference on Visualization
k+-buffer: fragment synchronized k-buffer
Proceedings of the 18th meeting of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
High-quality particle-based volume rendering for large-scale unstructured volume datasets
Journal of Visualization
Direct volume rendering of unstructured tetrahedral meshes using CUDA and OpenMP
The Journal of Supercomputing
Dynamic view-dependent visualization of unstructured tetrahedral volumetric meshes
Journal of Visualization
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Harvesting the power of modern graphics hardware to solve the complex problem of real-time rendering of large unstructured meshes is a major research goal in the volume visualization community. While, for regular grids, texture-based techniques are well-suited for current GPUs, the steps necessary for rendering unstructured meshes are not so easily mapped to current hardware. We propose a novel volume rendering technique that simplifies the CPU-based processing and shifts much of the sorting burden to the GPU, where it can be performed more efficiently. Our hardware-assisted visibility sorting algorithm is a hybrid technique that operates in both object-space and image-space. In object-space, the algorithm performs a partial sort of the 3D primitives in preparation for rasterization. The goal of the partial sort is to create a list of primitives that generate fragments in nearly sorted order. In image-space, the fragment stream is incrementally sorted using a fixed-depth sorting network. In our algorithm, the object-space work is performed by the CPU and the fragment-level sorting is done completely on the GPU. A prototype implementation of the algorithm demonstrates that the fragment-level sorting achieves rendering rates of between one and six million tetrahedral cells per second on an ATI Radeon 9800.