Volume and Isosurface Rendering with GPU-Accelerated Cell Projection*

dc.contributor.authorMarroquim, R.en_US
dc.contributor.authorMaximo, A.en_US
dc.contributor.authorFarias, R.en_US
dc.contributor.authorEsperanca, C.en_US
dc.date.accessioned2015-02-21T12:52:47Z
dc.date.available2015-02-21T12:52:47Z
dc.date.issued2008en_US
dc.description.abstractWe 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.en_US
dc.description.number1en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume27en_US
dc.identifier.doi10.1111/j.1467-8659.2007.01038.xen_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages24-35en_US
dc.identifier.urihttps://doi.org/10.1111/j.1467-8659.2007.01038.xen_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleVolume and Isosurface Rendering with GPU-Accelerated Cell Projection*en_US
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