Volume and Isosurface Rendering with GPU-Accelerated Cell Projection |
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 by supporting interactive transfer function editing and isosurface highlighting using a Phong illumination model.
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@Article { MMFE08, author = "Marroquim, Ricardo and Maximo, Andr\'e and Farias, Ricardo and Esperan\c{c}a, Claudio", title = "Volume and Isosurface Rendering with GPU-Accelerated Cell Projection", journal = "Computer Graphics Forum", number = "1", volume = "27", pages = "24--35", year = "2008", note = "http://dx.doi.org/10.1111/j.1467-8659.2007.01038.x", url = "http://graphics.tudelft.nl/Publications-new/2008/MMFE08" }