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Interactive Ray Tracing for Volume Visualization

Published: 01 July 1999 Publication History

Abstract

We present a brute-force ray tracing system for interactive volume visualization. The system runs on a conventional (distributed) shared-memory multiprocessor machine. For each pixel we trace a ray through a volume to compute the color for that pixel. Although this method has high intrinsic computational cost, its simplicity and scalability make it ideal for large datasets on current high-end parallel systems. To gain efficiency several optimizations are used including a volume bricking scheme and a shallow data hierarchy. These optimizations are used in three separate visualization algorithms: isosurfacing of rectilinear data, isosurfacing of unstructured data, and maximum-intensity projection on rectilinear data. The system runs interactively (i.e., several frames per second) on an SGI Reality Monster. The graphics capabilities of the Reality Monster are used only for display of the final color image.

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Information & Contributors

Information

Published In

cover image IEEE Transactions on Visualization and Computer Graphics
IEEE Transactions on Visualization and Computer Graphics  Volume 5, Issue 3
July 1999
84 pages

Publisher

IEEE Educational Activities Department

United States

Publication History

Published: 01 July 1999

Author Tags

  1. Ray tracing
  2. isosurface
  3. maximum-intensity projection.
  4. visualization

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  • (2018)GPGPU Enabled Ray Directed Adaptive Volume Visualization for High Density ScansProceedings of the Practice and Experience on Advanced Research Computing: Seamless Creativity10.1145/3219104.3219105(1-7)Online publication date: 22-Jul-2018
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