Tetrahedral mesh compression with the cut-border machine
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
QSplat: a multiresolution point rendering system for large meshes
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Hardware-accelerated volume and isosurface rendering based on cell-projection
Proceedings of the conference on Visualization '00
The randomized z-buffer algorithm: interactive rendering of highly complex scenes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Interactive rendering of large volume data sets
Proceedings of the conference on Visualization '02
Efficient simplification of point-sampled surfaces
Proceedings of the conference on Visualization '02
Interactive visualization of complex plant ecosystems
Proceedings of the conference on Visualization '02
Interactive Maximum Projection Volume Rendering
VIS '95 Proceedings of the 6th conference on Visualization '95
ACM SIGGRAPH 2003 Papers
Multiresolution Tetrahedral Meshes: An Analysis and a Comparison
SMI '02 Proceedings of the Shape Modeling International 2002 (SMI'02)
High-Quality Point-Based Rendering on Modern GPUs
PG '03 Proceedings of the 11th Pacific Conference on Computer Graphics and Applications
Hardware-Accelerated Adaptive EWA Volume Splatting
VIS '04 Proceedings of the conference on Visualization '04
Rendering Planar Cuts Through Quadratic and Cubic Finite Elements
VIS '04 Proceedings of the conference on Visualization '04
Pixel-Exact Rendering of Spacetime Finite Element Solutions
VIS '04 Proceedings of the conference on Visualization '04
TetSplat Real-Time Rendering and Volume Clipping of Large Unstructured Tetrahedral Meshes
VIS '04 Proceedings of the conference on Visualization '04
Quadric-based simplification in any dimension
ACM Transactions on Graphics (TOG)
Statistical geometry representation for efficient transmission and rendering
ACM Transactions on Graphics (TOG)
Acceleration Techniques for GPU-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Hierarchical Clustering for Unstructured Volumetric Scalar Fields
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)
Hierarchical Splatting of Scattered Data
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Ray-Tracing Polymorphic Multidomain Spectral/hp Elements for Isosurface Rendering
IEEE Transactions on Visualization and Computer Graphics
Scalable Hybrid Unstructured and Structured Grid Raycasting
IEEE Transactions on Visualization and Computer Graphics
Sorting-free pre-integrated projected tetrahedra
Proceedings of the 2009 Workshop on Ultrascale Visualization
Level-of-detail rendering of large-scale irregular volume datasets using particles
Journal of Computer Science and Technology
Volumetric evaluation of meshless data from smoothed particle hydrodynamics simulations
VG'10 Proceedings of the 8th IEEE/EG international conference on Volume Graphics
High-quality particle-based volume rendering for large-scale unstructured volume datasets
Journal of Visualization
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Computational simulations frequently generate solutions defined over very large tetrahedral volume meshes containing many millions of elements. Furthermore, such solutions may often be expressed using non-linear basis functions.Certain solution techniques, such as discontinuous Galerkin methods, may even produce non-conforming meshes.Such data is difficult to visualize interactively, as it is far too large to fit in memory and many common data reduction techniques, such as mesh simplification, cannot be applied to non-conforming meshes.We introduce a point-based visualization system for interactive rendering of large, potentially non-conforming, tetrahedral meshes. We propose methods for adaptively sampling points from non-linear solution data and for decimating points at run time to fit GPU memory limits. Because these are streaming processes, memory consumption is independent of the input size. We also present an order-independent point rendering method that can efficiently render volumes on the order of 20 million tetrahedra at interactive rates.