Publication | Closed Access
Interactive ray tracing for volume visualization
190
Citations
38
References
1999
Year
Real-time VisualizationEngineeringVolume VisualizationData VisualizationVisualization (Data Visualization)Computer-aided DesignVolume ParameterizationData ScienceBrute-force Ray-tracing SystemVisual ComputingParallel ComputingComputational GeometryRadiologyGeometric ModelingInteractive Volume VisualizationComputer ScienceParallel VisualizationVolume RenderingNatural SciencesReality Monster
Presents a brute-force ray-tracing system for interactive volume visualization. The system runs on a conventional (distributed) shared-memory multiprocessor machine. For each pixel, we trace a ray through a volume to compute the color for that pixel. Although this method has a high intrinsic computational cost, its simplicity and scalability make it ideal for large data sets on current high-end parallel systems. To gain efficiency, several optimizations are used, including a volume bricking scheme and a shallow data hierarchy. These optimizations are used in three separate visualization algorithms: isosurfacing of rectilinear data, isosurfacing of unstructured data, and maximum-intensity projection on rectilinear data. The system runs interactively (i.e. at several frames per second) on an SGI Reality Monster. The graphics capabilities of the Reality Monster are used only for display of the final color image.
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