Fast Isosurface Rendering on a GPU by Cell Rasterization

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Date
2009
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association and Blackwell Publishing Ltd
Abstract
This paper presents a fast, high-quality, GPU-based isosurface rendering pipeline for implicit surfaces defined by a regular volumetric grid. GPUs are designed primarily for use with polygonal primitives, rather than volume primitives, but here we directly treat each volume cell as a single rendering primitive by designing a vertex program and fragment program on a commodity GPU. Compared with previous raycasting methods, ours has a more effective memory footprint (cache locality) and better coherence between multiple parallel SIMD processors. Furthermore, we extend and speed up our approach by introducing a new view-dependent sorting algorithm to take advantage of the early-z-culling feature of the GPU to gain significant performance speed-up. As another advantage, this sorting algorithm makes multiple transparent isosurfaces rendering available almost for free. Finally, we demonstrate the effectiveness and quality of our techniques in several real-time rendering scenarios and include analysis and comparisons with previous work.
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@article{
10.1111:j.1467-8659.2009.01422.x
, journal = {Computer Graphics Forum}, title = {{
Fast Isosurface Rendering on a GPU by Cell Rasterization
}}, author = {
Liu, B.
and
Clapworthy, G. J.
and
Dong, F.
}, year = {
2009
}, publisher = {
The Eurographics Association and Blackwell Publishing Ltd
}, ISSN = {
1467-8659
}, DOI = {
10.1111/j.1467-8659.2009.01422.x
} }
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