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Direct volume rendering of large volumetric data sets on programmable graphics hardware is often limited by the amount of available graphics memory and the bandwidth from main memory to graphics memory. Therefore, several approaches to volume rendering from compact representations of volumetric data have been published that avoid most of the data transfer between main memory and the graphics programming...
We present the first implementation of a volume ray casting algorithm for tetrahedral meshes running on off-the-shelf programmable graphics hardware. Our implementation avoids the memory transfer bottleneck of the graphics bus since the complete mesh data is stored in the local memory of the graphics adapter and all computations, in particular ray traversal and ray integration, are performed by the...
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