Publication | Closed Access
Interactive ray tracing for isosurface rendering
137
Citations
11
References
2002
Year
Unknown Venue
Realistic RenderingInteractive RayEngineeringGeometryComputer Graphic TechniqueInteractive IsosurfacingComputer-aided DesignData ScienceVisual ComputingComputational ImagingInteractive RenderingParallel ComputingComputational GeometryReal-time Computer GraphicGeometric ModelingComputer EngineeringComputer ScienceVolume RenderingNatural SciencesExtended RealityParallel ProgrammingReality Monster
We show that it is feasible to perform interactive isosurfacing of very large rectilinear datasets with brute-force ray tracing on a conventional (distributed) shared-memory multiprocessor machine. Rather than generate geometry representing the isosurface and render with a z-buffer, for each pixel we trace a ray through a volume and do an analytic isosurface intersection computation. Although this method has a high intrinsic computational cost, its simplicity and scalability make it ideal for large datasets on current high-end systems. Incorporating simple optimizations, such as volume bricking and a shallow hierarchy, enables interactive rendering (i.e. 10 frames per second) of the 1 GByte full resolution Visible Woman dataset 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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