2007
DOI: 10.1111/j.1467-8659.2007.01038.x
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Volume and Isosurface Rendering with GPU‐Accelerated Cell Projection*

Abstract: We present an efficient Graphics Processing Unit GPU-based implementation of the Projected Tetrahedra (PT) algorithm. By reducing most of the CPU-GPU data transfer, the algorithm achieves interactive frame rates (up to 2.0 M Tets/s) on current graphics hardware. Since no topology information is stored, it requires substantially less memory than recent interactive ray casting approaches. The method uses a two-pass GPU approach with two fragment shaders. This work includes extended volume inspection capabilities… Show more

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Cited by 19 publications
(9 citation statements)
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References 36 publications
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“… HAPT – Our approach, Hardware‐Assisted Projected Tetrahedra, with four different sorting methods; HAVS – Hardware‐Assisted Visibility Sorting [CICS05] with two k‐buffer sizes; PTINT – Projected Tetrahedra with Partial Pre‐Integration [MMFE08]; GATOR – GPU Accelerated Tetrahedra Renderer [WMFC02]; HARC – Hardware‐Based Ray Casting with normal pre‐integration [WKME03] and partial pre‐integration [EC05]. …”
Section: Resultsmentioning
confidence: 99%
See 2 more Smart Citations
“… HAPT – Our approach, Hardware‐Assisted Projected Tetrahedra, with four different sorting methods; HAVS – Hardware‐Assisted Visibility Sorting [CICS05] with two k‐buffer sizes; PTINT – Projected Tetrahedra with Partial Pre‐Integration [MMFE08]; GATOR – GPU Accelerated Tetrahedra Renderer [WMFC02]; HARC – Hardware‐Based Ray Casting with normal pre‐integration [WKME03] and partial pre‐integration [EC05]. …”
Section: Resultsmentioning
confidence: 99%
“…Cell projection is a simple and efficient method widely used for direct volume rendering of irregular meshes [WMFC02, KQE04, SCT06, MMFE06, MMFE07, MMFE08]. One of the most popular cell‐projection technique is the Projected Tetrahedra (PT) algorithm introduced by Shirley and Tuchman [ST90].…”
Section: Related Workmentioning
confidence: 99%
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“…Rendering tetrahedral meshes is normally done using methods such as cell projection or custom ray-casting in which rays traverse through the tetrahedral mesh [7], [8], [9]. However, compared to regular-grid volume ray-casting, this method is slow, for example Marroquim et al [10] report only about 2.3 million tetrahedra per second on modern graphics hardware. While smaller data sets such as NASA's bluntfin data set only contain 160K tetrahedra, the plasma simulation data set provided to us by our Princeton Plasma Physics Laboratory (PPPL) collaborators contains 186M cells which, if tetrahedralized, would contain more than 928M tetrahedra.…”
Section: Related Workmentioning
confidence: 99%
“…Significant research efforts have attempted to tackle these challenges using massively parallel graphics processors (GPU) [1], [2], [3], [4] and cluster-based parallelism [5], [6], [7], [8]. These studies take advantage of the continuing improvements in CPU and GPU performances as well as increasing multicore cluster-based parallelism.…”
Section: Introductionmentioning
confidence: 99%