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72
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.
The state of the art in flow visualization: Dense and texturebased techniques
 Computer Graphics Forum
, 2004
"... Flow visualization has been a very attractive component of scientific visualization research for a long time. Usually very large multivariate datasets require processing. These datasets often consist of a large number of sample locations and several time steps. The steadily increasing performance of ..."
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Cited by 97 (29 self)
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Flow visualization has been a very attractive component of scientific visualization research for a long time. Usually very large multivariate datasets require processing. These datasets often consist of a large number of sample locations and several time steps. The steadily increasing performance of computers has recently become a driving factor for a reemergence in flow visualization research, especially in texturebased techniques. In this paper, dense, texturebased flow visualization techniques are discussed. This class of techniques attempts to provide a complete, dense representation of the flow field with high spatiotemporal coherency. An attempt of categorizing closely related solutions is incorporated and presented. Fundamentals are shortly addressed as well as advantages and disadvantages of the methods. Categories and Subject Descriptors (according to ACM CCS): I.3 [Computer Graphics]: visualization, flow visualization, computational flow visualization
A high accuracy volume renderer for unstructured data.
 IEEE Transactions on Visualization and Computer Graphics
, 1998
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Empty Space Skipping and Occlusion Clipping for TextureBased Volume Rendering,
 In Proc. of IEEE Visualization
, 2003
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Multiresolution representation and visualization of volume data.
 IEEE Transactions on Visualization and Computer Graphics,
, 1997
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Accelerating timevarying hardware volume rendering using TSP trees and colorbased error metrics
 In Proc. Sympos. Volume Visualization
, 2000
"... Abstract This paper describes a new hardware volume rendering algorithm for timevarying data. The algorithm uses the TimeSpace Partitioning (TSP) tree data structure to identify regions within the data that have spatial or temporal coherence. By using this coherence, the rendering algorithm can i ..."
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Cited by 51 (11 self)
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Abstract This paper describes a new hardware volume rendering algorithm for timevarying data. The algorithm uses the TimeSpace Partitioning (TSP) tree data structure to identify regions within the data that have spatial or temporal coherence. By using this coherence, the rendering algorithm can improve performance when the volume data are larger than the texture memory capacity by decreasing the amount of textures required. This coherence can also allow improved speed by appropriately rendering flatshaded polygons instead of textured polygons, and by not rendering transparent regions. To reduce the polygonization overhead caused by the use of the hierarchical data structure, we use a fast incremental polygon slicing algorithm. The paper also introduces new colorbased error metrics, which more accurately identify coherent regions compared to the earlier scalarbased metrics. By showing experimental results from runs using different data sets and error metrics, we demonstrate that the new methods give substantial improvements in volume rendering performance.
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...
T.: A scalable parallel cellprojection volume rendering algorithm for 3d unstructured data
 In Proc. 1997 Symposium on Parallel Rendering
, 1997
"... Visualizing threedimensional unstructured data from aerodynamics calculations is challenging because the associated meshes are typically large in size and irregular in both shape and resolution. The goal of this research is to develop a fast, efficient parallel volume rendering algorithm for massiv ..."
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Cited by 45 (15 self)
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Visualizing threedimensional unstructured data from aerodynamics calculations is challenging because the associated meshes are typically large in size and irregular in both shape and resolution. The goal of this research is to develop a fast, efficient parallel volume rendering algorithm for massively parallel distributedmemory supercomputers consisting of a large number of very powerful processors. We use cellprojection instead of raycasting to provide maximum flexibility in the data distribution and rendering steps. Effective static load balancing is achieved with a round robin distribution of data cells among the processors. A spatial partitioning tree is used to guide the rendering, optimize the image compositing step, and reduce memory consump tion. Communication cost is reduced by buffering messages and by overlapping communication with rendering calculations as much as possible. Tests on the IBM SP2 demonstrate that these strategies provide high rendering rates and good scalability. For a dataset containing half a million tetrahedral cells, we achieve two frames per second for a 400x400pixel image using 128 processors.
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...
Fast Rendering of Irregular Grids
, 2007
"... We propose a fast algorithm for rendering general irregular grids. Our method uses a sweepplane approach to accelerate ray casting, and can handle disconnected and nonconvex (even with holes) unstructured irregular grids with a rendering cost that decreases as the “disconnectedness” decreases. The ..."
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Cited by 43 (11 self)
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We propose a fast algorithm for rendering general irregular grids. Our method uses a sweepplane approach to accelerate ray casting, and can handle disconnected and nonconvex (even with holes) unstructured irregular grids with a rendering cost that decreases as the “disconnectedness” decreases. The algorithm is carefully tailored to exploit spatial coherence even if the image resolution differs substantially from the object space resolution. In this paper, we establish the practicality of our method through experimental results based on our implementation, and we also provide theoretical results, both lower and upper bounds, on the complexity of ray casting of irregular grids.