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246
Acceleration techniques for GPU-based volume rendering. In:
- Proceedings IEEE Visualization,
, 2003
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Multi-Dimensional Transfer Functions for Volume Rendering
, 2004
"... Direct volume-rendering has proven to be an effective and flexible visualization method for 3D scalar fields. Transfer functions are fundamental ..."
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Cited by 221 (18 self)
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Direct volume-rendering has proven to be an effective and flexible visualization method for 3D scalar fields. Transfer functions are fundamental
Interactive Volume Rendering Using Multi-Dimensional Transfer Functions and Direct Manipulation Widgets
, 2001
"... Most direct volume renderings produced today employ one-dimensional transfer functions, which assign color and opacity to the volume based solely on the single scalar quantity which comprises the dataset. Though they have not received widespread attention, multi-dimensional transfer functions are a ..."
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Cited by 180 (10 self)
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Most direct volume renderings produced today employ one-dimensional transfer functions, which assign color and opacity to the volume based solely on the single scalar quantity which comprises the dataset. Though they have not received widespread attention, multi-dimensional transfer functions are a very effective way to extract specific material boundaries and convey subtle surface properties. However, identifying good transfer functions is difficult enough in one dimension, let alone two or three dimensions. This paper demonstrates an important class of three-dimensional transfer functions for scalar data (based on data value, gradient magnitude, and a second directional derivative), and describes a set of direct manipulation widgets which make specifying such transfer functions intuitive and convenient. We also describe how to use modern graphics hardware to interactively render with multi-dimensional transfer functions. The transfer functions, widgets, and hardware combine to form a powerful system for interactive volume exploration.
UberFlow: A GPU-Based Particle Engine
, 2004
"... We present a system for real-time animation and rendering of large particle sets using GPU computation and memory objects in OpenGL. Memory objects can be used both as containers for geometry data stored on the graphics card and as render targets, providing an effective means for the manipulation an ..."
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Cited by 108 (3 self)
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We present a system for real-time animation and rendering of large particle sets using GPU computation and memory objects in OpenGL. Memory objects can be used both as containers for geometry data stored on the graphics card and as render targets, providing an effective means for the manipulation and rendering of particle data on the GPU. To fully take advantage of this mechanism, efficient GPU realizations of algorithms used to perform particle manipulation are essential. Our system implements a versatile particle engine, including inter-particle collisions and visibility sorting. By combining memory objects with floating-point fragment programs, we have implemented a particle engine that entirely avoids the transfer of particle data at run-time. Our system can be seen as a forerunner of a new class of graphics algorithms, exploiting memory objects or similar concepts on upcoming graphics hardware to avoid bus bandwidth becoming the major performance bottleneck.
H.: HighQuality Two-Level Volume Rendering of Segmented Data Sets on Consumer Graphics Hardware
- In IEEE Visualization ’03 (2003
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Real-time ray-casting and advanced shading of discrete isosurfaces
- COMPUTER GRAPHICS FORUM
, 2005
"... This paper presents a real-time rendering pipeline for implicit surfaces defined by a regular volumetric grid of samples. We use a ray-casting approach on current graphics hardware to perform a direct rendering of the isosurface. A two-level hierarchical representation of the regular grid is emplo ..."
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Cited by 82 (11 self)
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This paper presents a real-time rendering pipeline for implicit surfaces defined by a regular volumetric grid of samples. We use a ray-casting approach on current graphics hardware to perform a direct rendering of the isosurface. A two-level hierarchical representation of the regular grid is employed to allow object-order and image-order empty space skipping and circumvent memory limitations of graphics hardware. Adaptive sampling and iterative refinement lead to high-quality ray/surface intersections. All shading operations are deferred to image space, making their computational effort independent of the size of the input data. A continuous third-order reconstruction filter allows on-the-fly evaluation of smooth normals and extrinsic curvatures at any point on the surface without interpolating data computed at grid points. With these local shape descriptors, it is possible to perform advanced shading using high-quality lighting and non-photorealistic effects in real-time.
A Simple and Flexible Volume Rendering Framework for Graphics-hardware–based Raycasting
, 2005
"... In this work we present a flexible framework for GPU-based volume rendering. The framework is based on a single pass volume raycasting approach and is easily extensible in terms of new shader functionality. We demonstrate the flexibility of our system by means of a number of high-quality standard an ..."
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Cited by 81 (10 self)
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In this work we present a flexible framework for GPU-based volume rendering. The framework is based on a single pass volume raycasting approach and is easily extensible in terms of new shader functionality. We demonstrate the flexibility of our system by means of a number of high-quality standard and non-standard volume rendering techniques. Our implementation shows a promising performance in a number of benchmarks while producing images of higher accuracy than obtained by standard pre-integrated slice-based volume rendering.
Interactive deformation and visualization of level set surfaces using graphics hardware.
- In Proceedings of IEEE Visualization,
, 2003
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Hardware-Accelerated Visualization of Time-Varying 2D and 3D Vector Fields by Texture Advection via Programmable Per-Pixel Operations
- In Vision, Modeling, and Visualization VMV ’01 Conference Proceedings
, 2001
"... We present hardware-accelerated texture advection techniques to visualize the motion of particles in steady or time-varying vector fields given on Cartesian grids. We propose an implementation of 2D texture advection which exploits advanced and programmable texture fetch and per-pixel blending opera ..."
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Cited by 57 (14 self)
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We present hardware-accelerated texture advection techniques to visualize the motion of particles in steady or time-varying vector fields given on Cartesian grids. We propose an implementation of 2D texture advection which exploits advanced and programmable texture fetch and per-pixel blending operations on an nVidia GeForce 3. For 3D vector field visualization, we present an algorithm for SGI's VPro, based on pixel textures and 3D textures. Moreover, we sketch how 3D texture advection could be implemented on future graphics boards that provide programmable fetch operations for 3D textures. Since all implementations exclusively use graphics hardware without intermediate data transfer to main memory, extremely high frame rates are achieved, e.g., up to 90 frames per second for advecting a calculatory number of one million particles in a 2D flow. The proposed techniques are especially useful for the interactive visualization of vector fields. 1
Empty Space Skipping and Occlusion Clipping for Texture-Based Volume Rendering,
- In Proc. of IEEE Visualization
, 2003
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