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A Generic and Scalable Pipeline for GPU Tetrahedral Grid Rendering
 IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
, 2006
"... Recent advances in algorithms and graphics hardware have opened the possibility to render tetrahedral grids at interactive rates on commodity PCs. This paper extends on this work in that it presents a direct volume rendering method for such grids which supports both current and upcoming graphics ha ..."
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Cited by 13 (1 self)
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Recent advances in algorithms and graphics hardware have opened the possibility to render tetrahedral grids at interactive rates on commodity PCs. This paper extends on this work in that it presents a direct volume rendering method for such grids which supports both current and upcoming graphics hardware architectures, large and deformable grids, as well as different rendering options. At the core of our method is the idea to perform the sampling of tetrahedral elements along the view rays entirely in local barycentric coordinates. Then, sampling requires minimum GPU memory and texture access operations, and it maps efficiently onto a feedforward pipeline of multiple stages performing computation and geometry construction. We propose to spawn rendered elements from one single vertex. This makes the method amenable to upcoming Direct3D 10 graphics hardware which allows to create geometry on the GPU. By only modifying the algorithm slightly it can be used to render perpixel isosurfaces and to perform tetrahedral cell projection. As our method neither requires any preprocessing nor an intermediate grid representation it can efficiently deal with dynamic and large 3D meshes.
Fast Ray Traversal of Tetrahedral and Hexahedral Meshes for Direct Volume Rendering
, 2006
"... The importance of highperformance rendering of unstructured or curvilinear data sets has increased significantly, mainly due to its use in scientific simulations such as computational fluid dynamics and finite element computations. However, the unstructured nature of these data sets lead to rather ..."
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Cited by 10 (1 self)
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The importance of highperformance rendering of unstructured or curvilinear data sets has increased significantly, mainly due to its use in scientific simulations such as computational fluid dynamics and finite element computations. However, the unstructured nature of these data sets lead to rather slow implementations for ray tracing. The approaches discussed in this paper are fast and scalable towards realtime ray tracing applications. We evaluate new algorithms for rendering tetrahedral and hexahedral meshes. In each algorithm, the first cell along a ray is found using common realtime ray tracing techniques. For traversing subsequent cells within the volume, Plücker coordinates as well as raybilinear patch intersection tests are used. Since the volume is rendered directly, all algorithms are applicable for isosurface rendering, maximumintensity projection, and emissionabsorption models.
GPU accelerated isosurface extraction on tetrahedral grids
 in Advances in Visual Computing (ISVC 2006), ser. Lecture Notes in Computer Science
, 2006
"... Abstract. Visualizing large unstructured grids is extremely useful to understand natural and simulated phenomena. However, informative volume visualization is difficult to achieve efficiently due to the huge amount of information to process. In this paper, we present a method to efficiently tessella ..."
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Cited by 9 (0 self)
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Abstract. Visualizing large unstructured grids is extremely useful to understand natural and simulated phenomena. However, informative volume visualization is difficult to achieve efficiently due to the huge amount of information to process. In this paper, we present a method to efficiently tessellate on a GPU large unstructured tetrahedral grids made of millions of cells. This method avoids data redundancy by using textures for storing most of the needed data; textures are accessed through vertex texture lookup in the vertex shading unit of modern graphics cards. Results show that our method is about 2 times faster than the same CPUbased extraction, and complementary with previous approaches based on GPU registers: it is less efficient for small grids, but handles millionstetrahedra grids in graphics memory, which was impossible with previous works. Future hardware evolutions are expected to make our approach much more efficient.
Interactive Rendering of Dynamic Geometry
"... Fluid simulations typically produce complex threedimensional isosurfaces whose geometry and topology change over time. The standard way of representing such “dynamic geometry ” is by a set of isosurfaces that are extracted individually at certain time steps. An alternative strategy is to represen ..."
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Cited by 4 (1 self)
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Fluid simulations typically produce complex threedimensional isosurfaces whose geometry and topology change over time. The standard way of representing such “dynamic geometry ” is by a set of isosurfaces that are extracted individually at certain time steps. An alternative strategy is to represent the whole sequence as a fourdimensional tetrahedral mesh. The isosurface at a specific time step can then be computed by intersecting the tetrahedral mesh with a threedimensional hyperplane. This not only allows to animate the surface continuously over time without having to worry about the topological changes, but also enables simplification algorithms to exploit temporal coherence. We show how to interactively render such fourdimensional tetrahedral meshes by improving previous GPUaccelerated techniques and building an outofcore multiresolution structure based on quadric error simplification. As a second application we apply our framework to timevarying surfaces that result from morphing one triangle mesh into another. Keywords: hypermeshes, multiresolution, GPUassisted rendering, interactive visualization. 1
Seventh Irish Workshop on Computer Graphics (2006) Eurographics Irish Chapter Abstract Isosurface Extraction on the Cell Processor
"... In this paper we describe a parallel method of extracting isosurfaces from large volumetric datasets, adapted for implementation on the Cell Broadband Engine (CBE). The CBE is a new multicore microprocessor architecture designed to improve upon conventional processors in terms of memory latency, ban ..."
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In this paper we describe a parallel method of extracting isosurfaces from large volumetric datasets, adapted for implementation on the Cell Broadband Engine (CBE). The CBE is a new multicore microprocessor architecture designed to improve upon conventional processors in terms of memory latency, bandwidth and power. However, a different approach to algorithm design is needed in order to take full advantage of the CBE’s potential. Our method consists of dividing the volume into groups of slices and submitting each group to a different core in the CBE for parallel processing with a marching tetrahedra algorithm. We describe the algorithm’s adaptation for implementation on a Cellbased Blade server and demonstrate overall isosurface extraction speeds that are a significant improvement when compared to conventional CPUs and Graphics Processor Units (GPUs). Categories and Subject Descriptors (according to ACM
Abstract SegmentBased Tetrahedral Meshing and
"... We present a meshing and rendering framework for large unstructured tetrahedral meshes which is based on a collection of segments that form a multi resolution model. Each segment contains several thousand tetrahedra and covers either a part of the original tetrahedral mesh or a simplified version of ..."
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We present a meshing and rendering framework for large unstructured tetrahedral meshes which is based on a collection of segments that form a multi resolution model. Each segment contains several thousand tetrahedra and covers either a part of the original tetrahedral mesh or a simplified version of the mesh. The mesh can be adapted locally at run time to viewing and classification parameters by replacing segments with other segments. Dependencies between segments are stored in a hierarchical graph and ensure a consistent mesh at any time. So, we extend the concept of multitriangulations from triangle meshes to tetrahedral meshes and show how hierarchical segments can be constructed easily for huge tetrahedral meshes. The segments are stored in a simple, but efficient compressed format which not only saves disc space but also allows for an easy calculation of the incidency information between segments at decompression time. A visualization system exploits the multitriangulation to increase the interactivity of direct volume rendering, isosurface extraction and vector field visualization such that large meshes can be explored on standard PCs.
Authors'Addresses
, 2007
"... We present an implementation approach to highspeed Marching Cubes, running entirely on the Graphics Processing Unit of Shader Model 3.0 and 4.0 graphics hardware. Our approach is based on the interpretation of Marching Cubes as a stream compaction and expansion process, and is implemented using the ..."
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We present an implementation approach to highspeed Marching Cubes, running entirely on the Graphics Processing Unit of Shader Model 3.0 and 4.0 graphics hardware. Our approach is based on the interpretation of Marching Cubes as a stream compaction and expansion process, and is implemented using the HistoPyramid, a hierarchical data structure previously only used in GPU data compaction. We extend the HistoPyramid structure to allow for stream expansion, which provides an efficient method for generating geometry directly on the GPU, even on Shader Model 3.0 hardware. Currently, our algorithm outperforms all other known GPUbased isosurface extraction algorithms. We describe our implementation and present a performance analysis on several generations of graphics hardware.
Eurographics Symposium on Parallel Graphics and Visualization (2012) H. Childs and T. Kuhlen (Editors) Polygonization of implicit surfaces on MultiCore Architectures with SIMD instructions
"... In this research we tackle the problem of rendering complex models which are created using implicit primitives, blending operators, affine transformations and constructive solid geometry in a design environment that organizes all these in a scene graph data structure called BlobTree. We propose a fa ..."
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In this research we tackle the problem of rendering complex models which are created using implicit primitives, blending operators, affine transformations and constructive solid geometry in a design environment that organizes all these in a scene graph data structure called BlobTree. We propose a fast, scalable, parallel polygonization algorithm for BlobTrees that takes advantage of multicore processors and SIMD optimization techniques available on modern architectures. Efficiency is achieved through the usage of spatial data structures and SIMD optimizations for BlobTree traversals and the computation of mesh vertices and other attributes. Our solution delivers interactive visualization for modeling systems based on BlobTree scene graph. Categories and Subject Descriptors (according to ACM CCS): I.3.1 [Computer Graphics]: Hardware Architecture— Parallel processing I.3.6 [Computer Graphics]: Methodology and Techniques—Graphics data structures and data types 1.