Fast isosurface rendering on a gpu by cell rasterization

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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. © 2009 The Eurographics Association and Blackwell Publishing Ltd.

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Liu, B., Clapworthy, G. J., & Dong, F. (2009). Fast isosurface rendering on a gpu by cell rasterization. Computer Graphics Forum, 28(8), 2151–2164. https://doi.org/10.1111/j.1467-8659.2009.01422.x

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