Fast Isosurface Rendering on a GPU by Cell Rasterization
B. Liu, G. J. Clapworthy, F. Dong
In Computer Graphics Forum, 28(8), 2009.
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.
Keyword(s): I.3.3 [Computer Graphics]: Isosurface Computation and Rendering
@article{CGF:CGF1422,
author = {B. Liu and G. J. Clapworthy and F. Dong},
title = {Fast Isosurface Rendering on a GPU by Cell Rasterization},
journal = {Computer Graphics Forum},
volume = {28},
number = {8},
pages = {2151--2164},
year = {2009},
}
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