Abstract | ||
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In this dissertation is presented a practical approach of the Projected Tetrahedra's (PT) algorithm for interactive volume rendering of unstructured data using programmable graphics cards. Unlike similar works reported earlier, the proposed method employs two fragment shaders, one for computing the tetrahedra projections and another for ren- dering the volume. The proposed algorithm achieve interac- tive rates by storing the model in texture memory and avoid- ing redundant projections of the earlier implementations u s- ing vertex shaders. The algorithm is capable of rendering over 2 millions tetrahedra per second on current graphics hardware, making it competitive with recent ray casting ap- proaches, while occupying a substantially smaller memory footprint. |
Year | DOI | Venue |
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2006 | 10.1109/SIBGRAPI.2006.22 | SIBGRAPI |
Keywords | Field | DocType |
computational geometry,interactive systems,rendering (computer graphics),GPU-based cell projection,interactive volume rendering,programmable graphics card,projected tetrahedra algorithm,vertex shader | Volume rendering,Graphics hardware,Computer graphics (images),Real-time rendering,3D rendering,Computer science,Texture memory,Rendering (computer graphics),Software rendering,Tiled rendering | Conference |
ISSN | ISBN | Citations |
1530-1834 | 0-7695-2686-1 | 6 |
PageRank | References | Authors |
0.50 | 25 | 4 |
Name | Order | Citations | PageRank |
---|---|---|---|
R. Marroquim | 1 | 58 | 9.94 |
A. Maximo | 2 | 87 | 8.10 |
Ricardo C. Farias | 3 | 136 | 14.74 |
Claudio Esperança | 4 | 13 | 4.79 |