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Interactive volume isosurface rendering using BT volumes

Published: 15 February 2008 Publication History

Abstract

This paper presents a volume representation format called BT Volumes, along with a technique to interactively render them and two methods to create useful data in BT Volume format, including high quality reconstruction filtering. Medical applications rely heavily on isosurface data to visualize anatomy, but current real-time iso-surface rendering techniques such as Marching Cubes are limited in flexibility and provide only low-order linear reconstruction filtering. As an alternative to creating triangular geometry to represent the surface, we ray trace an exact isosurface directly inside a pixel shader. We construct a set of Bézier Tetrahedra to approximate any reconstruction filter with arbitrary footprint. We then precompute the volume convolved with this filter as a tetrahedral grid with Bézier weights that can be ray traced in graphics hardware. Our technique is fast, renders any isosurface level without additional work, and performs high quality reconstruction filtering with arbitrary footprints and reconstruction kernels.

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cover image ACM Conferences
I3D '08: Proceedings of the 2008 symposium on Interactive 3D graphics and games
February 2008
219 pages
ISBN:9781595939838
DOI:10.1145/1342250
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 15 February 2008

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Author Tags

  1. Bézier Tetrahedra
  2. BT volumes
  3. graphics hardware
  4. interactive
  5. isosurface rendering
  6. ray tracing
  7. real time
  8. volume rendering

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I3D08
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I3D08: Symposium on Interactive 3D Graphics and Games
February 15 - 17, 2008
California, Redwood City

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