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High-Quality Pre-Integrated Volume Rendering Using Hardware-Accelerated Pixel Shading (2001)

by Klaus Engel, Martin Kraus, Thomas Ertl
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Acceleration Techniques for GPU-based Volume Rendering

by J. Krüger, R. Westermann
"... Nowadays, direct volume rendering via 3D textures has positioned itself as an efficient tool for the display and visual analysis of volumetric scalar fields. It is commonly accepted, that for reasonably sized data sets appropriate quality at interactive rates can be achieved by means of this techniq ..."
Abstract - Cited by 140 (6 self) - Add to MetaCart
Nowadays, direct volume rendering via 3D textures has positioned itself as an efficient tool for the display and visual analysis of volumetric scalar fields. It is commonly accepted, that for reasonably sized data sets appropriate quality at interactive rates can be achieved by means of this technique. However, despite these benefits one important issue has received little attention throughout the ongoing discussion of texture based volume rendering: the integration of acceleration techniques to reduce per-fragment operations.

Multi-Dimensional Transfer Functions for Volume Rendering

by Joe Kniss, Gordon Kindlmann, Charles Hansen , 2004
"... Direct volume-rendering has proven to be an effective and flexible visualization method for 3D scalar fields. Transfer functions are fundamental ..."
Abstract - Cited by 133 (13 self) - Add to MetaCart
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

by Joe Kniss, et al. , 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 ..."
Abstract - Cited by 119 (8 self) - Add to MetaCart
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

by Peter Kipfer, Mark Segal, Rüdiger Westermann , 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 ..."
Abstract - Cited by 66 (3 self) - Add to MetaCart
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.

High-Quality Two-Level Volume Rendering of Segmented Data Sets on Consumer Graphics Hardware

by Markus Hadwiger, Christoph Berger, Helwig Hauser , 2003
"... One of the most important goals in volume rendering is to be able to visually separate and selectively enable specific objects of interest contained in a single volumetric data set. Using explicit segmentation information is a very powerful way to approach this problem. We show how segmented volume ..."
Abstract - Cited by 64 (2 self) - Add to MetaCart
One of the most important goals in volume rendering is to be able to visually separate and selectively enable specific objects of interest contained in a single volumetric data set. Using explicit segmentation information is a very powerful way to approach this problem. We show how segmented volume data sets can be rendered interactively on current consumer graphics hardware with high image quality. Pixel-resolution filtering of object boundaries is supported although only a single segmentation volume for all objects is required. In order to enhance object perception, we employ different levels of object distinction. First, each object can be assigned an individual transfer function, multiple of which can be applied in a single rendering pass. Second, different rendering modes such as direct volume rendering, iso-surfacing, and non-photorealistic techniques can be selected for each object. A minimal number of rendering passes is achieved by processing sets of objects that share the same rendering mode in a single pass. Third, local compositing modes such as alpha blending and MIP can be selected for each object in addition to a single global mode, thus yielding a high-quality hardware implementation of two-level volume rendering.

A Simple and Flexible Volume Rendering Framework for Graphics-hardware–based Raycasting

by Simon Stegmaier, Magnus Strengert, Thomas Klein, Thomas Ertl , 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 ..."
Abstract - Cited by 46 (7 self) - Add to MetaCart
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

by Aaron Lefohn, Joe Kniss, Charles Hansen, Ross Whitaker - In IEEE Visualization , 2003
"... Deformable isosurfaces, implemented with level-set methods, have demonstrated a great potential in visualization for applications such as segmentation, surface processing, and surface reconstruction. Their usefulness has been limited, however, by two problems. First, 3D level sets are relatively ..."
Abstract - Cited by 42 (12 self) - Add to MetaCart
Deformable isosurfaces, implemented with level-set methods, have demonstrated a great potential in visualization for applications such as segmentation, surface processing, and surface reconstruction. Their usefulness has been limited, however, by two problems. First, 3D level sets are relatively slow to compute. Second, their formulation usually entails several free parameters that can be dicult to tune correctly for speci c applications. The second problem is compounded by the rst. This paper presents a solution to these challenges by describing graphics processor (GPU) based algorithms for solving and visualizing level-set solutions at interactive rates. Our ecient GPUbased solution relies on packing the level-set isosurface data into a dynamic, sparse texture format. As the level set moves, this sparse data structure is updated via a novel GPU to CPU message passing scheme. When the level-set solver is integrated with a real-time volume renderer operating on the same packed format, a user can visualize and steer the deformable level-set surface as it evolves. In addition, the resulting isosurface can serve as a region-of-interest speci er for the volume renderer. This paper demonstrates the capabilities of this technology for interactive volume visualization and segmentation.

Hardware-Accelerated Visualization of Time-Varying 2D and 3D Vector Fields by Texture Advection via Programmable Per-Pixel Operations

by Daniel Weiskopf, Matthias Hopf, Thomas Ertl - 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 ..."
Abstract - Cited by 41 (12 self) - Add to MetaCart
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

Tetrahedral projection using vertex shaders

by Brian Wylie, Kenneth Moreland, Lee Ann, Fisk Patricia Crossno - IEEE Symposium on Volume Visualization and Graphics , 2002
"... Sandia National Laboratories* Projective methods for volume rendering currently represent the best approach for interactive visualization of unstructured data sets. We present a technique for tetrahedral projection using the programmable vertex shaders on current generation commodity graphics cards. ..."
Abstract - Cited by 38 (1 self) - Add to MetaCart
Sandia National Laboratories* Projective methods for volume rendering currently represent the best approach for interactive visualization of unstructured data sets. We present a technique for tetrahedral projection using the programmable vertex shaders on current generation commodity graphics cards. The technique is based on Shirley and Tuchman’s Projected Tetrahedra (PT) algorithm and allows tetrahedral elements to be volume scan converted within the graphics processing unit. Our technique requires no pre-processing of the data and no additional data structures. Our initial implementation allows interactive viewing of large unstructured datasets on a desktop personal computer.

Hardware-accelerated parallel non-photorealistic volume rendering

by Eric B. Lum, Kwan-liu Ma - In Proceedings of NPAR 02 , 2002
"... Non-photorealistic rendering can be used to illustrate subtle spatial relationships that might not be visible with more realistic rendering techniques. We present a parallel hardware-accelerated rendering technique, making extensive use of multi-texturing and paletted textures, for the interactive n ..."
Abstract - Cited by 35 (4 self) - Add to MetaCart
Non-photorealistic rendering can be used to illustrate subtle spatial relationships that might not be visible with more realistic rendering techniques. We present a parallel hardware-accelerated rendering technique, making extensive use of multi-texturing and paletted textures, for the interactive non-photorealistic visualization of scalar volume data. With this technique, we can render a 512 512 512 volume using non-photorealistic techniques that include tone-shading, silhouettes, gradient-based enhancement, and color depth cueing, as shown in the images on the color plate, at multiple frames second. The interactivity we achieve with our method allows for the exploration of a large visualization parameter space for the creation of effective illustrations.
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