Interactive ray tracing for isosurface rendering

被引:144
作者
Parker, S [1 ]
Shirley, P [1 ]
Livnat, Y [1 ]
Hansen, C [1 ]
Sloan, PP [1 ]
机构
[1] Univ Utah, Dept Comp Sci, Salt Lake City, UT 84112 USA
来源
VISUALIZATION '98, PROCEEDINGS | 1998年
关键词
D O I
10.1109/VISUAL.1998.745713
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
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 1GByte 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.
引用
收藏
页码:233 / +
页数:7
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