Efficient ray tracing of volume data
ACM Transactions on Graphics (TOG)
Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Fast volume rendering using a shear-warp factorization of the viewing transformation
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
Proximity clouds—an acceleration technique for 3D grid traversal
The Visual Computer: International Journal of Computer Graphics
Hardware assisted volume rendering of unstructured grids by incremental slicing
Proceedings of the 1996 symposium on Volume visualization
Hierarchical polygon tiling with coverage masks
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Multiresolution techniques for interactive texture-based volume visualization
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
High-quality pre-integrated volume rendering using hardware-accelerated pixel shading
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Accelerating volume rendering with texture hulls
VVS '02 Proceedings of the 2002 IEEE symposium on Volume visualization and graphics
Proceedings of the conference on Visualization '01
A new object-order ray-casting algorithm
Proceedings of the conference on Visualization '02
High-Quality Splatting on Rectilinear Grids with Efficient Culling of Occluded Voxels
IEEE Transactions on Visualization and Computer Graphics
Efficient Conservative Visibility Culling Using the Prioritized-Layered Projection Algorithm
IEEE Transactions on Visualization and Computer Graphics
Interactive visibility culling in complex environments using occlusion-switches
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Accelerated splatting using a 3D adjacency data structure
GRIN'01 No description on Graphics interface 2001
Towards a comprehensive volume visualization system
VIS '92 Proceedings of the 3rd conference on Visualization '92
Acceleration Techniques for GPU-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
VV '04 Proceedings of the 2004 IEEE Symposium on Volume Visualization and Graphics
IEEE Transactions on Visualization and Computer Graphics
Real-time visualization of large volume datasets on standard PC hardware
Computer Methods and Programs in Biomedicine
GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering
Proceedings of the 2009 symposium on Interactive 3D graphics and games
IEICE - Transactions on Information and Systems
Ray casting of multiple volumetric datasets with polyhedral boundaries on manycore GPUs
ACM SIGGRAPH Asia 2009 papers
Stylization-based ray prioritization for guaranteed frame rates
Proceedings of the ACM SIGGRAPH/Eurographics Symposium on Non-Photorealistic Animation and Rendering
High quality volume rendering for large medical datasets using GPUs
AsiaSim'04 Proceedings of the Third Asian simulation conference on Systems Modeling and Simulation: theory and applications
Proceedings of the 2012 International Workshop on Programming Models and Applications for Multicores and Manycores
Special Section on CANS: Ray prioritization using stylization and visual saliency
Computers and Graphics
Visualization of cardio-CT data on standard PC hardware
VISSYM'04 Proceedings of the Sixth Joint Eurographics - IEEE TCVG conference on Visualization
EG PGV'06 Proceedings of the 6th Eurographics conference on Parallel Graphics and Visualization
Accelerating volume raycasting using occlusion frustums
SPBG'08 Proceedings of the Fifth Eurographics / IEEE VGTC conference on Point-Based Graphics
VG'05 Proceedings of the Fourth Eurographics / IEEE VGTC conference on Volume Graphics
A simple and flexible volume rendering framework for graphics-hardware-based raycasting
VG'05 Proceedings of the Fourth Eurographics / IEEE VGTC conference on Volume Graphics
iSBVR: isosurface-aided hardware acceleration techniques for slice-based volume rendering
VG'05 Proceedings of the Fourth Eurographics / IEEE VGTC conference on Volume Graphics
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We propose methods to accelerate texture-based volume rendering by skipping invisible voxels. We partition the volume into sub-volumes, each containing voxels with similar properties. Sub-volumes composed of only voxels mapped to empty by the transfer function are skipped. To render the adaptively partitioned sub-volumes in visibility order, we reorganize them into an orthogonal BSP tree. We also present an algorithm that computes incrementally the intersection of the volume with the slicing planes, which avoids the overhead of the intersection and texture coordinates computation introduced by the partitioning. Rendering with empty space skipping is 2 to 5 times faster than without it. To skip occluded voxels, we introduce the concept of orthogonal opacity map, that simplifies the transformation between the volume coordinates and the opacity map coordinates, which is intensively used for occlusion detection. The map is updated efficiently by the GPU. The sub-volumes are then culled and clipped against the opacity map. We also present a method that adaptively adjusts the optimal number of the opacity map updates. With occlusion clipping, about 60% of non-empty voxels can be skipped and an additional 80% speedup on average is gained for iso-surface-like rendering.