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Fast Isosurface Rendering on a GPU by Cell Rasterization
Author(s) -
Liu B.,
Clapworthy G. J.,
Dong F.
Publication year - 2009
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/j.1467-8659.2009.01422.x
Subject(s) - isosurface , computer science , rendering (computer graphics) , computer graphics (images) , parallel computing , memory footprint , real time rendering , cache , grid , traverse , computational science , visualization , artificial intelligence , geometry , mathematics , geodesy , geography , operating system
This paper presents a fast, high‐quality, GPU‐based isosurface rendering pipeline for implicit surfaces defined by a regular volumetric grid. GPUs are designed primarily for use with polygonal primitives, rather than volume primitives, but here we directly treat each volume cell as a single rendering primitive by designing a vertex program and fragment program on a commodity GPU. Compared with previous raycasting methods, ours has a more effective memory footprint (cache locality) and better coherence between multiple parallel SIMD processors.   Furthermore, we extend and speed up our approach by introducing a new view‐dependent sorting algorithm to take advantage of the early‐z‐culling feature of the GPU to gain significant performance speed‐up. As another advantage, this sorting algorithm makes multiple transparent isosurfaces rendering available almost for free.   Finally, we demonstrate the effectiveness and quality of our techniques in several real‐time rendering scenarios and include analysis and comparisons with previous work.

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