Fast Isosurface Rendering on a GPU by Cell Rasterization

dc.contributor.authorLiu, B.en_US
dc.contributor.authorClapworthy, G. J.en_US
dc.contributor.authorDong, F.en_US
dc.date.accessioned2015-02-23T09:30:05Z
dc.date.available2015-02-23T09:30:05Z
dc.date.issued2009en_US
dc.description.abstractThis 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.number8en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume28en_US
dc.identifier.doi10.1111/j.1467-8659.2009.01422.xen_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages2151-2164en_US
dc.identifier.urihttps://doi.org/10.1111/j.1467-8659.2009.01422.xen_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleFast Isosurface Rendering on a GPU by Cell Rasterizationen_US
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