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We present the first, view-independent cell projection algorithm for off-the-shelf programmable graphics hardware. Our implementation performs all computations for the projection and scan conversion of a set of tetrahedra on the graphics hardware and is therefore compatible with many of the hardware-accelerated optimizations for polygonal graphics, e.g.(More)
Figure 1: Volume visualizations of tetrahedral meshes which have been encoded in a compact texture representation based on tetrahedral strips and are stored in the texture memory of the graphics adapter. The renderings have been computed with a ray casting algorithm for programmable graphics hardware adapted for this mesh representation. ABSTRACT The use of(More)
While interactive visualization of rectilinear gridded volume data sets can now be accomplished using texture mapping hardware on commodity PCs, interactive rendering and exploration of large scattered or unstructured data sets is still a challenging problem. We have developed a new approach that allows the interactive rendering and navigation of(More)
Figure 1: All images show tetrahedral meshes consisting of 125K to 190K cells rendered with our hardware-based ray casting algorithm. The algorithm exploits the programmable fragment unit of the ATI Radeon 9700 graphics chip and runs at several frames per second in a 512 × 512 viewport. The left image shows multiple shaded isosurfaces, the middle and right(More)
Using sequential incubations in media of different K+ composition, we investigated the dynamics of choline (Ch) uptake and acetylcholine (ACh) synthesis in rat brain synaptosomal preparations, using two different deuterated variants of choline and a gas chromatographic-mass spectrometric (GC-MS) assay for ACh and Ch. Synaptosomes were preincubated for 10(More)
Figure 1: All images show 3D texture based volume rendering of the engine data set. On the left, the data set is displayed with full resolution. In the middle, two different levels of detail are used with lower resolution in the back. This reduces texture memory consumption to 57%. On the right, the adaptive representation using four levels of detail from(More)
With the advent of generic remote visualization solutions , accessing distant graphics resources from the desk-top is no longer restricted to specially tailored applications. However, current solutions still suffer from poor in-teractivity due to limited network bandwidth and high la-tency. In this paper we present several improvements to our remote(More)
In this paper we address the problem of interactively resampling unstructured grids. Three algorithms are presented. They all allow adaptive resampling of an unstructured grid on a multiresolution hierarchy of arbitrarily sized cartesian grids according to a varying element size. Two of the algorithms presented take advantage of hardware accelerated polygon(More)
An in vitro slice technique was employed to study the receptors involved in intrinsic cholinergic excitation in the rat neostriatum. The locally evoked synaptic potentials were suppressed by antinicotinic agents, mecamylamine (10 muM), d-tubocurarine (3 muM) or hexamethonium (100 muM), but not by the antimuscarinic agent atropine (100 muM). If the slices(More)