Efficiently using graphics hardware in volume rendering applications

36Citations
Citations of this article
54Readers
Mendeley users who have this article in their library.

Abstract

OpenGL and its extensions provide access to advanced per-pixel operations available in the rasterization stage and in the frame buffer hardware of modern graphics workstations. With these mechanisms, completely new rendering algorithms can be designed and implemented in a very particular way. In this paper we extend the idea of extensively using graphics hardware for the rendering of volumetric data sets in various ways. First, we introduce the concept of clipping geometries by means of stencil buffer operations, and we exploit pixel textures for the mapping of volume data to spherical domains. We show ways to use 3D textures for the rendering of lighted and shaded iso-surfaces in real-time without extracting any polygonal representation. Second, we demonstrate that even for volume data on unstructured grids, where only software solutions exist up to now, both methods, iso-surface extraction and direct volume rendering, can be accelerated to new rates of interactivity by simple polygon drawing and frame buffer operations.

Cite

CITATION STYLE

APA

Westermann, R., & Ertl, T. (1998). Efficiently using graphics hardware in volume rendering applications. In Proceedings of the 25th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1998 (pp. 169–178). Association for Computing Machinery. https://doi.org/10.1145/280814.280860

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free