Visualizing large unstructured grids is extremely useful to understand natural and simulated phenomena. However, informative volume visualization is diffcult to achieve efficiently due to the huge amount of information to process. In this paper, we present a method to efficiently tessellate on a GPU large unstructured tetrahedral grids made of millions of cells. This method avoids data redundancy by using textures for storing most of the needed data; textures are accessed through vertex texture lookup in the vertex shading unit of modern graphics cards. Results show that our method is about 2 times faster than the same CPUbased extraction, and complementary with previous approaches based on GPU registers: it is less efficient for small grid...
Figure 1: Screen shots from interactive visualization of an unstructured 275Mb mesh with more than 5...
We describe an efficient technique for out-of-core construction and accurate view-dependent visualiz...
Figure 1: A sequence of progressive volume rendering steps for the SF1 dataset consisting of about 1...
Visualizing large unstructured grids is extremely useful to understand natural and simulated phenome...
In this paper we introduce a method for the display of isosurfaces extracted from unstructured tetra...
This paper presents a simple approach for rendering isosurfaces of a scalar field. Using the vertex ...
Most recent algorithms for Geometry Processing or Computational Fluid Dynamics (CFD) are using new t...
Interactive isosurface visualisation has been made possible by mapping algorithms to GPU architectur...
Computational simulations frequently generate solutions defined over very large tetrahedral volume m...
Recent advances in algorithms and graphics hardware have opened the possibility to render tetrahedra...
We present a novel approach to interactive visualization and exploration of large unstructured tetra...
De nombreux domaines utilisent à présent de nouveaux types de grilles composées de polyèdres arbitra...
We present an implementation approach to high-speed Marching Cubes, running entirely on the Graphics...
Cataloged from PDF version of article.Direct volume visualization is an important method in many are...
Journal ArticleAbstract- We describe a system for interactively rendering isosurfaces of tetrahedral...
Figure 1: Screen shots from interactive visualization of an unstructured 275Mb mesh with more than 5...
We describe an efficient technique for out-of-core construction and accurate view-dependent visualiz...
Figure 1: A sequence of progressive volume rendering steps for the SF1 dataset consisting of about 1...
Visualizing large unstructured grids is extremely useful to understand natural and simulated phenome...
In this paper we introduce a method for the display of isosurfaces extracted from unstructured tetra...
This paper presents a simple approach for rendering isosurfaces of a scalar field. Using the vertex ...
Most recent algorithms for Geometry Processing or Computational Fluid Dynamics (CFD) are using new t...
Interactive isosurface visualisation has been made possible by mapping algorithms to GPU architectur...
Computational simulations frequently generate solutions defined over very large tetrahedral volume m...
Recent advances in algorithms and graphics hardware have opened the possibility to render tetrahedra...
We present a novel approach to interactive visualization and exploration of large unstructured tetra...
De nombreux domaines utilisent à présent de nouveaux types de grilles composées de polyèdres arbitra...
We present an implementation approach to high-speed Marching Cubes, running entirely on the Graphics...
Cataloged from PDF version of article.Direct volume visualization is an important method in many are...
Journal ArticleAbstract- We describe a system for interactively rendering isosurfaces of tetrahedral...
Figure 1: Screen shots from interactive visualization of an unstructured 275Mb mesh with more than 5...
We describe an efficient technique for out-of-core construction and accurate view-dependent visualiz...
Figure 1: A sequence of progressive volume rendering steps for the SF1 dataset consisting of about 1...