Usher, WillAmstutz, JeffersonBrownlee, CarsonKnoll, AaronWald, IngoAlexandru Telea and Janine Bennett2017-06-122017-06-122017978-3-03868-034-51727-348Xhttps://doi.org/10.2312/pgv.20171090https://diglib.eg.org:443/handle/10.2312/pgv20171090We present a new method for progressive volume rendering by accumulating object-space samples over successively rendered frames. Existing methods for progressive refinement either use image space methods or average pixels over frames, which can blur features or integrate incorrectly with respect to depth. Our approach stores samples along each ray, accumulates new samples each frame into a buffer, and progressively interleaves and integrates these samples. Though this process requires additional memory, it ensures interactivity and is well suited for CPU architectures with large memory and cache. This approach also extends well to distributed rendering in cluster environments. We implement this technique in Intel's open source OSPRay CPU ray tracing framework and demonstrate that it is particularly useful for rendering volumetric data with costly sampling functions.I.3.3 [Computer Graphics]Picture/Image GenerationDisplay algorithmsProgressive CPU Volume Rendering with Sample Accumulation10.2312/pgv.2017109021-30