Volume and Isosurface Rendering with GPU-Accelerated Cell Projection*
dc.contributor.author | Marroquim, R. | en_US |
dc.contributor.author | Maximo, A. | en_US |
dc.contributor.author | Farias, R. | en_US |
dc.contributor.author | Esperanca, C. | en_US |
dc.date.accessioned | 2015-02-21T12:52:47Z | |
dc.date.available | 2015-02-21T12:52:47Z | |
dc.date.issued | 2008 | en_US |
dc.description.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 by supporting interactive transfer function editing and isosurface highlighting using a Phong illumination model. | en_US |
dc.description.number | 1 | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 27 | en_US |
dc.identifier.doi | 10.1111/j.1467-8659.2007.01038.x | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.pages | 24-35 | en_US |
dc.identifier.uri | https://doi.org/10.1111/j.1467-8659.2007.01038.x | en_US |
dc.publisher | The Eurographics Association and Blackwell Publishing Ltd | en_US |
dc.title | Volume and Isosurface Rendering with GPU-Accelerated Cell Projection* | en_US |