<?xml version="1.0" encoding="ISO-8859-1"?>
<metadatalist>
	<metadata ReferenceType="Conference Proceedings">
		<site>sibgrapi.sid.inpe.br 802</site>
		<identifier>6qtX3pFwXQZG2LgkFdY/MftLp</identifier>
		<repository>sid.inpe.br/sibgrapi@80/2006/08.24.13.45</repository>
		<lastupdate>2006:08.24.13.47.57 sid.inpe.br/banon/2001/03.30.15.38 administrator</lastupdate>
		<metadatarepository>sid.inpe.br/sibgrapi@80/2006/08.24.13.45.09</metadatarepository>
		<metadatalastupdate>2020:02.19.03.17.46 sid.inpe.br/banon/2001/03.30.15.38 administrator {D 2006}</metadatalastupdate>
		<citationkey>MarroquimMaxiFariEspe:2006:GPCePr</citationkey>
		<title>GPU-Based cell projection for interactive volume rendering</title>
		<format>On-line</format>
		<year>2006</year>
		<date>8-11 Oct. 2006</date>
		<numberoffiles>1</numberoffiles>
		<size>528 KiB</size>
		<author>Marroquim, Ricardo,</author>
		<author>Maximo, André,</author>
		<author>Farias, Ricardo,</author>
		<author>Esperança, Claudio,</author>
		<affiliation>Universidade Federal do Rio de Janeiro</affiliation>
		<affiliation>Universidade Federal do Rio de Janeiro</affiliation>
		<affiliation>Universidade Federal do Rio de Janeiro</affiliation>
		<affiliation>Universidade Federal do Rio de Janeiro</affiliation>
		<editor>Oliveira Neto, Manuel Menezes de,</editor>
		<editor>Carceroni, Rodrigo Lima,</editor>
		<e-mailaddress>ricardo@lcg.ufrj.br</e-mailaddress>
		<conferencename>Brazilian Symposium on Computer Graphics and Image Processing, 19 (SIBGRAPI)</conferencename>
		<conferencelocation>Manaus</conferencelocation>
		<booktitle>Proceedings</booktitle>
		<publisher>IEEE Computer Society</publisher>
		<publisheraddress>Los Alamitos</publisheraddress>
		<transferableflag>1</transferableflag>
		<contenttype>External Contribution</contenttype>
		<tertiarytype>Full Paper</tertiarytype>
		<keywords>volume rendering, gpu, cell projection.</keywords>
		<abstract>We present a practical approach for implementing theProjected Tetrahedra (PT) algorithm for interactive volumerendering of unstructured data using programmable graphicscards. Unlike similar works reported earlier, our methodemploys two fragment shaders, one for computing the tetrahedraprojections and another for rendering the elements.We achieve interactive rates by storing the model in texturememory and avoiding redundant projections of implementationsusing vertex shaders. Our algorithm is capable ofrendering over 2.0 M Tets/s on current graphics hardware,making it competitive with recent ray-casting approches,while occupying a substantially smaller memory footprint.</abstract>
		<language>en</language>
		<targetfile>marroquim-volRenderGPU.pdf</targetfile>
		<usergroup>ricardo administrator</usergroup>
		<visibility>shown</visibility>
		<hostcollection>sid.inpe.br/banon/2001/03.30.15.38</hostcollection>
		<lasthostcollection>sid.inpe.br/banon/2001/03.30.15.38</lasthostcollection>
		<url>http://sibgrapi.sid.inpe.br/rep-/sid.inpe.br/sibgrapi@80/2006/08.24.13.45</url>
	</metadata>
</metadatalist>