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We propose methods to accelerate texture-based volume rendering by skipping invisible voxels. We partition the volume into sub-volumes, each containing voxels with similar properties. Sub-volumes composed of only voxels mapped to empty by the transfer function are skipped. To render the adaptively partitioned sub-volumes in visibility order, we reorganize them into an orthogonal BSP tree. We also...
Splatting is widely applied in many areas, including volume, point-based and image-based rendering. Improvements to splatting, such as eliminating popping and color bleeding, occasion-based acceleration, post-rendering classification and shading, have all been recently accomplished. These improvements share a common need for efficient frame-buffer accesses. We present an optimized software splatting...
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