Fast rendering of irregular grids
Proceedings of the 1996 symposium on Volume visualization
Hardware assisted volume rendering of unstructured grids by incremental slicing
Proceedings of the 1996 symposium on Volume visualization
Hierarchical and parallelizable direct volume rendering for irregular and multiple grids
Proceedings of the 7th conference on Visualization '96
The VSBUFFER: visibility ordering of unstructured volume primitives by polygon drawing
VIS '97 Proceedings of the 8th conference on Visualization '97
Efficiently using graphics hardware in volume rendering applications
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
An exact interactive time visibility ordering algorithm for polyhedral cell complexes
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
Hardware-accelerated volume and isosurface rendering based on cell-projection
Proceedings of the conference on Visualization '00
Ray tracing on programmable graphics hardware
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Tetrahedral projection using vertex shaders
VVS '02 Proceedings of the 2002 IEEE symposium on Volume visualization and graphics
Hardware-based view-independent cell projection
VVS '02 Proceedings of the 2002 IEEE symposium on Volume visualization and graphics
Hardware-software-balanced resampling for the interactive visualization of unstructured grids
Proceedings of the conference on Visualization '01
The Lazy Sweep Ray Casting Algorithm for Rendering Irregular Grids
IEEE Transactions on Visualization and Computer Graphics
A High Accuracy Volume Renderer for Unstructured Data
IEEE Transactions on Visualization and Computer Graphics
Hardware-Based View-Independent Cell Projection
IEEE Transactions on Visualization and Computer Graphics
Cell projection of convex polyhedra
VG '03 Proceedings of the 2003 Eurographics/IEEE TVCG Workshop on Volume graphics
Hardware-Accelerated Reconstruction of Polygonal Isosurface Representations on Unstructured Grids
PG '04 Proceedings of the Computer Graphics and Applications, 12th Pacific Conference
Hardware-Assisted Visibility Sorting for Unstructured Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Hardware-Based Ray Casting for Tetrahedral Meshes
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
The rendering of unstructured grids revisited
EGVISSYM'01 Proceedings of the 3rd Joint Eurographics - IEEE TCVG conference on Visualization
VISSYM'04 Proceedings of the Sixth Joint Eurographics - IEEE TCVG conference on Visualization
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
Acceleration of opacity correction mechanisms for over-sampled volume ray casting
EG PGV'08 Proceedings of the 8th Eurographics conference on Parallel Graphics and Visualization
Fast deformation of volume data using tetrahedral mesh rasterization
Proceedings of the 12th ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Direct volume manipulation for visualizing intraoperative liver resection process
Computer Methods and Programs in Biomedicine
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Recent advances in algorithms and graphics hardware have opened the possibility to render tetrahedral grids at interactive rates on commodity PCs. This paper extends on this work in that it presents a direct volume rendering method for such grids which supports both current and upcoming graphics hardware architectures, large and deformable grids, as well as different rendering options. At the core of our method is the idea to perform the sampling of tetrahedral elements along the view rays entirely in local barycentric coordinates. Then, sampling requires minimum GPU memory and texture access operations, and it maps efficiently onto a feed-forward pipeline of multiple stages performing computation and geometry construction. We propose to spawn rendered elements from one single vertex. This makes the method amenable to upcoming Direct3D 10 graphics hardware which allows to create geometry on the GPU. By only modifying the algorithm slightly it can be used to render per-pixel iso-surfaces and to perform tetrahedral cell projection. As our method neither requires any pre-processing nor an intermediate grid representation it can efficiently deal with dynamic and large 3D meshes.