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155
Acceleration techniques for GPU-based volume rendering. In:
- Proceedings IEEE Visualization,
, 2003
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High-Quality Pre-Integrated Volume Rendering Using Hardware-Accelerated Pixel Shading
, 2001
"... We introduce a novel texture-based volume rendering approach that achieves the image quality of the best post-shading approaches with far less slices. It is suitable for new flexible consumer graphics hardware and provides high image quality even for low-resolution volume data and non-linear transfe ..."
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Cited by 246 (22 self)
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We introduce a novel texture-based volume rendering approach that achieves the image quality of the best post-shading approaches with far less slices. It is suitable for new flexible consumer graphics hardware and provides high image quality even for low-resolution volume data and non-linear transfer functions with high frequencies, without the performance overhead caused by rendering additional interpolated slices. This is especially useful for volumetric effects in computer games and professional scientific volume visualization, which heavily depend on memory bandwidth and rasterization power.
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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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.
Texture hardware assisted rendering of time-varying volume data
- In Proceedings of Visualization 2001 Conference
, 2001
"... In this paper we present a hardware-assisted rendering technique coupled with a compression scheme for the interactive visual exploration of time-varying scalar volume data. A palette-based decoding technique and an adaptive bit allocation scheme are developed to fully utilize the texturing capabili ..."
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Cited by 64 (19 self)
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In this paper we present a hardware-assisted rendering technique coupled with a compression scheme for the interactive visual exploration of time-varying scalar volume data. A palette-based decoding technique and an adaptive bit allocation scheme are developed to fully utilize the texturing capability of a commodity 3-D graphics card. Using a single PC equipped with a modest amount of memory, a texture capable graphics card, and an inexpensive disk array, we are able to render hundreds of time steps of regularly gridded volume data (up to 45 millions voxels each time step) at interactive rates, permitting the visual exploration of large scientific data sets in both the temporal and spatial domain.
Interactive deformation and visualization of level set surfaces using graphics hardware.
- In Proceedings of IEEE Visualization,
, 2003
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Interactive translucent volume rendering and procedural modeling. In
- In Proceedings of IEEE Visualization
, 2002
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