R. Marroquim, A. Maximo, R. Farias, C. Esperança
We present an efficient Graphics Processing Unit GPU-based implementation of the Projected Tetrahedra (PT) algorithm. By reducing most of the CPU–GPU data transfer, the algorithm achieves interactive frame rates (up to 2.0 M Tets/s) on current graphics hardware. Since no topology information is stored, it requires substantially less memory than recent interactive ray casting approaches. The method uses a two-pass GPU approach with two fragment shaders. This work includes extended volume inspection capabilities by supporting interactive transfer function editing and isosurface highlighting using a Phong illumination model.
Direct volume rendering, Cell Projection, and Isosurface Rendering, I.3.3 Computer Graphics: Picture/Image Generation, I.3.6 [Computer Graphics]: Methodology and Techniques, I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism