Author/Authors :
Parker، نويسنده , , S.، نويسنده , , Parker، نويسنده , , M.، نويسنده , , Livnat، نويسنده , , Y.، نويسنده , , Sloan، نويسنده , , P.-P.، نويسنده , , Hansen، نويسنده , , C.، نويسنده , , Shirley، نويسنده , , P.، نويسنده ,
Abstract :
We present a brute-force ray tracing system for interactive volume visualization, The system runs on a conventional
(distributed) shared-memory multiprocessor machine. For each pixel we trace a ray through a volume to compute the color for that
pixel. Although this method has high intrinsic computational cost, its simplicity and scalability make it ideal for large datasets on current
high-end parallel systems. To gain efficiency several optimizations are used including a volume bricking scheme and a shallow data
hierarchy. These optimizations are used in three separate visualization algorithms: isosurfacing of rectilinear data, isosurfacing of
unstructured data, and maximum-intensity projection on rectilinear data. The system runs interactively (i.e., several frames per
second) on an SGI Reality Monster. The graphics capabilities of the Reality Monster are used only for display of the final color image.
Keywords :
visualization , isosurface , maximum-intensity projection. , Ray tracing