Erik W. Anderson, Steven P. Callahan, C. Scheidegger, John M. Schreiner, Cláudio T. Silva
{"title":"Hardware-Assisted Point-Based Volume Rendering of Tetrahedral Meshes","authors":"Erik W. Anderson, Steven P. Callahan, C. Scheidegger, John M. Schreiner, Cláudio T. Silva","doi":"10.1109/SIBGRAPI.2007.20","DOIUrl":null,"url":null,"abstract":"Unstructured volume grids are ubiquitous in scientific computing, and have received substantial interest from the scientific visualization community. In this paper, we take a point-based approach to rendering unstructured grids. In particular, we present a novel method of approximating these irregular elements with point-based primitives amenable to existing hardware acceleration techniques. To improve interactivity to large datasets, we have adapted a level-of-detail strategy. We use a well-known quantitative metric to analyze the image quality achieved by the final rendering.","PeriodicalId":434632,"journal":{"name":"XX Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI 2007)","volume":"9 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2007-10-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"18","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"XX Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI 2007)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SIBGRAPI.2007.20","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 18
Abstract
Unstructured volume grids are ubiquitous in scientific computing, and have received substantial interest from the scientific visualization community. In this paper, we take a point-based approach to rendering unstructured grids. In particular, we present a novel method of approximating these irregular elements with point-based primitives amenable to existing hardware acceleration techniques. To improve interactivity to large datasets, we have adapted a level-of-detail strategy. We use a well-known quantitative metric to analyze the image quality achieved by the final rendering.