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1. Identity statement
Reference TypeConference Paper (Conference Proceedings)
Sitesibgrapi.sid.inpe.br
Holder Codeibi 8JMKD3MGPEW34M/46T9EHH
Identifier6qtX3pFwXQZG2LgkFdY/MftLp
Repositorysid.inpe.br/sibgrapi@80/2006/08.24.13.45
Last Update2006:08.24.13.47.57 (UTC) administrator
Metadata Repositorysid.inpe.br/sibgrapi@80/2006/08.24.13.45.09
Metadata Last Update2022:06.14.00.13.20 (UTC) administrator
DOI10.1109/SIBGRAPI.2006.22
Citation KeyMarroquimMaxiFariEspe:2006:GPCePr
TitleGPU-Based cell projection for interactive volume rendering
FormatOn-line
Year2006
Access Date2024, Apr. 27
Number of Files1
Size528 KiB
2. Context
Author1 Marroquim, Ricardo
2 Maximo, André
3 Farias, Ricardo
4 Esperança, Claudio
Affiliation1 Universidade Federal do Rio de Janeiro
2 Universidade Federal do Rio de Janeiro
3 Universidade Federal do Rio de Janeiro
4 Universidade Federal do Rio de Janeiro
EditorOliveira Neto, Manuel Menezes de
Carceroni, Rodrigo Lima
e-Mail Addressricardo@lcg.ufrj.br
Conference NameBrazilian Symposium on Computer Graphics and Image Processing, 19 (SIBGRAPI)
Conference LocationManaus, AM, Brazil
Date8-11 Oct. 2006
PublisherIEEE Computer Society
Publisher CityLos Alamitos
Book TitleProceedings
Tertiary TypeFull Paper
History (UTC)2006-08-24 13:47:57 :: ricardo -> banon ::
2006-08-30 21:54:42 :: banon -> ricardo ::
2008-07-17 14:11:04 :: ricardo -> administrator ::
2009-08-13 20:38:13 :: administrator -> banon ::
2010-08-28 20:02:25 :: banon -> administrator ::
2022-06-14 00:13:20 :: administrator -> :: 2006
3. Content and structure
Is the master or a copy?is the master
Content Stagecompleted
Transferable1
Version Typefinaldraft
Keywordsvolume rendering
gpu
cell projection
AbstractWe 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.
Arrangement 1urlib.net > SDLA > Fonds > SIBGRAPI 2006 > GPU-Based cell projection...
Arrangement 2urlib.net > SDLA > Fonds > Full Index > GPU-Based cell projection...
doc Directory Contentaccess
source Directory Contentthere are no files
agreement Directory Contentthere are no files
4. Conditions of access and use
data URLhttp://urlib.net/ibi/6qtX3pFwXQZG2LgkFdY/MftLp
zipped data URLhttp://urlib.net/zip/6qtX3pFwXQZG2LgkFdY/MftLp
Languageen
Target Filemarroquim-volRenderGPU.pdf
User Groupricardo
administrator
Visibilityshown
5. Allied materials
Next Higher Units8JMKD3MGPEW34M/46RFT7E
8JMKD3MGPEW34M/4742MCS
Citing Item Listsid.inpe.br/sibgrapi/2022/05.08.00.20 5
Host Collectionsid.inpe.br/banon/2001/03.30.15.38
6. Notes
Empty Fieldsarchivingpolicy archivist area callnumber contenttype copyholder copyright creatorhistory descriptionlevel dissemination documentstage edition electronicmailaddress group isbn issn label lineage mark mirrorrepository nextedition notes numberofvolumes orcid organization pages parameterlist parentrepositories previousedition previouslowerunit progress project readergroup readpermission resumeid rightsholder schedulinginformation secondarydate secondarykey secondarymark secondarytype serieseditor session shorttitle sponsor subject tertiarymark type url volume


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