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61
HighQuality PreIntegrated Volume Rendering Using HardwareAccelerated Pixel Shading
, 2001
"... We introduce a novel texturebased volume rendering approach that achieves the image quality of the best postshading approaches with far less slices. It is suitable for new flexible consumer graphics hardware and provides high image quality even for lowresolution volume data and nonlinear transfe ..."
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Cited by 246 (22 self)
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We introduce a novel texturebased volume rendering approach that achieves the image quality of the best postshading approaches with far less slices. It is suitable for new flexible consumer graphics hardware and provides high image quality even for lowresolution volume data and nonlinear 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.
HardwareAccelerated Volume and Isosurface Rendering Based on CellProjection
, 2000
"... We present two beneficial rendering extensions to the Projected Tetrahedra (PT) algorithm by Shirley and Tuchman. These extensions are compatible with any cell sorting technique, for example the BSPXMPVO sorting algorithm for unstructured meshes. ..."
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Cited by 102 (14 self)
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We present two beneficial rendering extensions to the Projected Tetrahedra (PT) algorithm by Shirley and Tuchman. These extensions are compatible with any cell sorting technique, for example the BSPXMPVO sorting algorithm for unstructured meshes.
ZSWEEP: An Efficient and Exact Projection Algorithm for Unstructured Volume Rendering
, 2000
"... We present a simple new algorithm that performs fast and memoryefficient cell projection for (exact) rendering of unstructured datasets. The main idea of the "ZSweep" algorithm is very simple; it is based on sweeping the data with a plane parallel to the viewing plane, in order of increas ..."
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Cited by 50 (16 self)
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We present a simple new algorithm that performs fast and memoryefficient cell projection for (exact) rendering of unstructured datasets. The main idea of the "ZSweep" algorithm is very simple; it is based on sweeping the data with a plane parallel to the viewing plane, in order of increasing z, projecting the faces of cells that are incident to vertices as they are encountered by the sweep plane. The efficiency arises from the fact that the algorithm exploits the implicit (approximate) global ordering that the zordering of the vertices induces on the cells that are incident on them. The algorithm projects cells by projecting each of their faces, with special care taken to avoid double projection of internal faces and to assure correctness in the projection order. The contribution for each pixel is computed in stages, during the sweep, using a short list of ordered face intersections, which is known to be correct and complete at the instant that each stage of the computation is comple...
An Exact Interactive Time Visibility Ordering Algorithm for Polyhedral Cell Complexes
, 1998
"... A visibility ordering of a set of objects, from a given viewpoint, is a total order on the objects such that if object a obstructs object b,thenb precedes a in the ordering. Such orderings are extremely useful for rendering volumetric data. We present an algorithm that generates a visibility orderin ..."
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Cited by 44 (14 self)
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A visibility ordering of a set of objects, from a given viewpoint, is a total order on the objects such that if object a obstructs object b,thenb precedes a in the ordering. Such orderings are extremely useful for rendering volumetric data. We present an algorithm that generates a visibility ordering of the cells of an unstructured mesh, provided that the cells are convex polyhedra and nonintersecting, and that the visibility ordering graph does not contain cycles. The overall mesh may be nonconvex and it may have disconnected components. Our technique employs the sweep paradigm to determine an ordering between pairs of exterior (mesh boundary) cells which can obstruct one another. It then builds on Williams' MPVO algorithm [33] which exploits the ordering implied by adjacencies within the mesh. The partial ordering of the exterior cells found by sweeping is used to augment the DAG created in Phase II of the MPVO algorithm. Our method thus removes the assumption of the MPVO algorithm t...
Gaussian transfer functions for multifield volume visualization
 In IEEE Visualization
, 2003
"... Volume rendering is a flexible technique for visualizing dense 3D volumetric datasets. A central element of volume rendering is the conversion between data values and observable quantities such as color and opacity. This process is usually realized through the use of transfer functions that are prec ..."
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Cited by 43 (6 self)
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Volume rendering is a flexible technique for visualizing dense 3D volumetric datasets. A central element of volume rendering is the conversion between data values and observable quantities such as color and opacity. This process is usually realized through the use of transfer functions that are precomputed and stored in lookup tables. For multidimensional transfer functions applied to multivariate data, these lookup tables become prohibitively large. We propose the direct evaluation of a particular type of transfer functions based on a sum of Gaussians. Because of their simple form (in terms of number of parameters), these functions and their analytic integrals along line segments can be evaluated efficiently on current graphics hardware, obviating the need for precomputed lookup tables. We have adopted these transfer functions because they are well suited for classification based on a unique combination of multiple data values that localize features in the transfer function domain. We apply this technique to the visualization of several multivariate datasets (CT, cryosection) that are difficult to classify and render accurately at interactive rates using traditional approaches.
Selective Refinement Queries for Volume Visualization of Unstructured Tetrahedral Meshes,”
 IEEE Trans. Vis. Comput. Graph.,
, 2003
"... ..."
The Rendering of Unstructured Grids Revisited
, 2001
"... In this paper we propose a technique for resampling scalar fields given on unstructured tetrahedral grids. This technique takes advantage of hardware accelerated polygon rendering and 2D texture mapping and thus avoids any sorting of the tetrahedral elements. Using this technique, we have built a vi ..."
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Cited by 27 (1 self)
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In this paper we propose a technique for resampling scalar fields given on unstructured tetrahedral grids. This technique takes advantage of hardware accelerated polygon rendering and 2D texture mapping and thus avoids any sorting of the tetrahedral elements. Using this technique, we have built a visualization tool that enables us to either resample the data onto arbitrarily sized Cartesian grids, or to directly render the data on a slicebyslice basis. Since our approach does not rely on any preprocessing of the data, it can be utilized efficiently for the display of timedependent unstructured grids where geometry as well as topology change over time.
Raytracing polymorphic multidomain spectral/hp elements for isosurface rendering
 IEEE Transactions on Visualization and Computer Graphics
, 2006
"... Abstract—The purpose of this paper is to present a raytracing isosurface rendering algorithm for spectral/hp (highorder finite) element methods in which the visualization error is both quantified and minimized. Determination of the rayisosurface intersection is accomplished by classic polynomial ..."
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Cited by 25 (4 self)
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Abstract—The purpose of this paper is to present a raytracing isosurface rendering algorithm for spectral/hp (highorder finite) element methods in which the visualization error is both quantified and minimized. Determination of the rayisosurface intersection is accomplished by classic polynomial rootfinding applied to a polynomial approximation obtained by projecting the finite element solution over elementpartitioned segments along the ray. Combining the smoothness properties of spectral/hp elements with classic orthogonal polynomial approximation theory, we devise an adaptive scheme which allows the polynomial approximation along a raysegment to be arbitrarily close to the true solution. The resulting images converge toward a pixelexact image at a rate far faster than sampling the spectral/hp element solution and applying classic loworder visualization techniques such as marching cubes. Index Terms—Spectral/hp elements, highorder finite elements, raytracing, isosurface rendering, fluid flow visualization, error budget. 1
Multiresolution ViewDependent Splat Based Volume Rendering of Large Irregular Data
, 2001
"... We present techniques for multiresolution approximation and hardwareassisted splat based rendering to achieve interactive volume visualization of large irregular data sets. We examine two methods of generating multiple resolutions of irregular volumetric grids and a data structure supporting the sp ..."
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Cited by 21 (7 self)
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We present techniques for multiresolution approximation and hardwareassisted splat based rendering to achieve interactive volume visualization of large irregular data sets. We examine two methods of generating multiple resolutions of irregular volumetric grids and a data structure supporting the splatting approach for volume rendering. These techniques are implemented in combination with a viewdependent error based resolution selection to maintain accuracy at both low and high zoom levels. In addition, the error tolerance may be adjusted at run time to obtain the desired balance between high frame rates and accurate rendering. Along with an effective way to compute gradients for lighting, we offer an integrated solution for interactive volume rendering of irregularmesh or meshless data, and we demonstrate our technique on unstructuredgrid data sets from aerodynamic flow simulations. Keywords: Hardwareassisted rendering, irregulargrid data, lighting, multiresolution representation, splatting, volume rendering. 1
A Fast High Accuracy Volume Renderer for Unstructured Data
, 2004
"... In this paper, we describe an unstructured mesh volume renderer. Our renderer is interactive and accurately integrates light intensity an order of magnitude faster than previous methods. We employ a projective technique that takes advantage of the expanded programmability of the latest 3D graphics ..."
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Cited by 18 (0 self)
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In this paper, we describe an unstructured mesh volume renderer. Our renderer is interactive and accurately integrates light intensity an order of magnitude faster than previous methods. We employ a projective technique that takes advantage of the expanded programmability of the latest 3D graphics hardware. We also analyze an optical model commonly used for scientific volume rendering and derive a new method to compute it that is very accurate but computationally feasible in real time. We demonstrate a system that can accurately produce a volume rendering of an unstructured mesh with a firstorder approximation to any classification method. Furthermore, our system is capable of rendering over 300 thousand tetrahedra per second yet is independent of the classification scheme used.