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This paper presents a parallel multi-resolution volume rendering algorithm based on graphics processing unit (GPU). The algorithm is based on several important criteria, rendering is done adaptively by selecting high-resolution cells close to a center of attention and low-resolution cells away from this area. We employ the 3D texture mapping capability commonly available in modern GPU as a core rendering...
This paper proposes a 3D volume clipping method based on volume distance field, which is suitable for texture-based volume rendering and exploit per-fragment operation on the graphics hardware to implement clipping. High frame rates are achieved and therefore interactive explorations and clippings of volume data are supported.
In this paper, we present an efficient, high-quality volume rendering algorithm using GPUs for rendering large CT datasets at interactive frame rates on standard PC hardware. We subdivide the volume dataset into uniform sized blocks and take advantage of combinations of early ray termination, empty-space skipping and visibility culling to accelerate the whole rendering process and render visible parts...
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