Vision 2012
DOI: 10.2312/pe/vmv/vmv12/047-054
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Hybrid Sample-based Surface Rendering

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“…For isosurface ray-casting, frame to frame depth buffer coherence on the GPU was employed to speed up first-hit determination [5,27]. A number of approaches have shown the efficiency of GPU volume ray-casting when paired with compact isosurface representations, brick-based or octree subdivision, and out-of-core strategies for handling data sets too large to be stored on the GPU [11,13,40,50]. For a thorough overview of GPU approaches for large-scale volume rendering, let us refer to the report by Beyer et al [3].…”
Section: Related Workmentioning
confidence: 99%
“…For isosurface ray-casting, frame to frame depth buffer coherence on the GPU was employed to speed up first-hit determination [5,27]. A number of approaches have shown the efficiency of GPU volume ray-casting when paired with compact isosurface representations, brick-based or octree subdivision, and out-of-core strategies for handling data sets too large to be stored on the GPU [11,13,40,50]. For a thorough overview of GPU approaches for large-scale volume rendering, let us refer to the report by Beyer et al [3].…”
Section: Related Workmentioning
confidence: 99%