Fast Isosurface Rendering on a GPU by Cell Rasterization
dc.contributor.author | Liu, B. | en_US |
dc.contributor.author | Clapworthy, G. J. | en_US |
dc.contributor.author | Dong, F. | en_US |
dc.date.accessioned | 2015-02-23T09:30:05Z | |
dc.date.available | 2015-02-23T09:30:05Z | |
dc.date.issued | 2009 | en_US |
dc.description.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. | en_US |
dc.description.number | 8 | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 28 | en_US |
dc.identifier.doi | 10.1111/j.1467-8659.2009.01422.x | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.pages | 2151-2164 | en_US |
dc.identifier.uri | https://doi.org/10.1111/j.1467-8659.2009.01422.x | en_US |
dc.publisher | The Eurographics Association and Blackwell Publishing Ltd | en_US |
dc.title | Fast Isosurface Rendering on a GPU by Cell Rasterization | en_US |