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Fast isosurface rendering on a GPU by cell rasterization

  • Baoquan Liu
    ,
  • Gordon Clapworthy
    ,
  • Feng Dong
Research Output: Contribution to journal Article Peer-review

Abstract

This paper presents a fast, high-quality, GPU-based isosurface rendering pipeline for implicit surfaces defined by a regular volumetric grid. GPUs are designed primarily for use with polygonal primitives, rather than volume primitives, but here we directly treat each volume cell as a single rendering primitive by designing a vertex program and fragment program on a commodity GPU. Compared with previous raycasting methods, ours has a more effective memory footprint (cache locality) and better coherence between multiple parallel SIMD processors. Furthermore, we extend and speed up our approach by introducing a new view-dependent sorting algorithm to take advantage of the early-z-culling feature of the GPU to gain significant performance speed-up. As another advantage, this sorting algorithm makes multiple transparent isosurfaces rendering available almost for free. Finally, we demonstrate the effectiveness and quality of our techniques in several real-time rendering scenarios and include analysis and comparisons with previous work.

Publication Information

Output type

Research Output: Contribution to journal Article Peer-review

Original language

English

Pages from-to (Number of pages)

Pages 2151-2164

Journal (Volume, Issue Number)

Computer Graphics Forum (Volume 28, Issue 8)

Publication milestones

  • Published - 01/12/2009

Publication status

Published - 01/12/2009

ISSN

0167-7055

External Publication IDs

  • handle.net: 10547/223795
  • Scopus: 72249089955

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