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An Architecture For Interactive Tetrahedral Volume Rendering

  • Davis King
  • Craig M. Wittenbrink
  • Hans J. Wolters
Part of the Eurographics book series (EUROGRAPH)

Abstract

We present a new architecture for interactive unstructured volume rendering. Our system moves all the computations necessary for order-independent transparency and volume scan conversion from the CPU to the graphics hardware, and it makes a software sorting pass unnecessary. It therefore provides the same advantages for volume data that triangle-processing hardware provides for surfaces. To address a remaining bottleneck — the bandwidth between main memory and the graphics processor — we introduce two new primitives, tetrahedral strips and tetrahedral fans. These primitives allow performance improvements in rendering tetrahedral meshes similar to the improvements triangle strips and fans allow in rendering triangle meshes. We provide new techniques for generating tetrahedral strips that achieve, on the average, strip lengths of 17 on repiesentative darasets. The combined effect of our architecture and new primitives is a 72 to 85 times increase in performance over triangle graphics hardware approaches. These improvements make it possible to use volumetric tetrahedral meshes in interactive applications.

Keywords

Tetrahedral Mesh Graphic Hardware Triangle Mesh Frame Buffer Volume Visualization 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Springer-Verlag/Wien 2001

Authors and Affiliations

  • Davis King
    • 1
  • Craig M. Wittenbrink
    • 2
  • Hans J. Wolters
    • 2
  1. 1.College of ComputingGeorgia Institute of TechnologyUSA
  2. 2.Hewlett-Packard LaboratoriesPalo AltoUSA

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