Michael Meißner

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This paper evaluates and compares four volume rendering algorithms that have become rather popular for rendering datasets described on uniform rectilinear grids: raycasting, splatting, shear-warp, and hardware-assisted 3D texture-mapping. In order to assess both the strengths and the weaknesses of these algorithms in a wide variety of scenarios, a set of(More)
For interactive rendering of large polygonal objects, fast visibility queries are necessary to quickly decide whether polygonal objects are visible and need to be rendered. None of the numerous published algorithms provide visibility performance for interactive rendering of large models. In this paper, we propose an OpenGL extension for fast occlu-sion(More)
We present an OpenGL-assisted visibility culling algorithm to improve the rendering performance of large polygonal models. Using a combination of hierarchical model-space partitioning, OpenGL-assisted view-frustum culling, and OpenGL-assisted oc-clusion culling, we achieve a significantly better performance on general polygonal models than previous(More)
Volume rendering has great potential for parallelization due to the tremendous number of computations necessary. Besides the enormous computational power needed, the memory interface is usually of crucial importance and frequently the bottleneck.This paper presents an implementation of a parallel ray casting algorithm for orthogonal projections on a new(More)
This paper presents a reconfigurable, hardware accelerated, volume rendering system for high quality perspective ray casting. The volume rendering accelerator performs ray casting by calculating the path of the ray through the volume using a programmable Xilinx Virtex FPGA which provides fast design changes and low cost development. Volume datasets are(More)
Shading and classification are among the most powerful and important techniques used in volume rendering. Unfortunately, for hardware accelerated volume rendering based on OpenGL, direct classification was previously only supported on SGI platforms and shading could only be approximated inaccurately, resulting in artifacts mostly visible in darkening. In(More)
We present t wo implementations of the Cube-4 volume rendering architecture, developed at SUNY Stony Brook, on the Teramac custom computing machine. Cube-4 uses a slice-parallel ray-casting algorithm that allows for a parallel and pipelined implementation of ray-casting. Tri-linear interpolation, surface normal estimation from interpolated samples, shading,(More)
We present a new technique which enables direct volume rendering based on 3D texture mapping hardware, enabling shading as well as classification of the interpolated data. Our technique supports accurate lighting for a one directional light source, semi-transparent classification, and correct blending. To circumvent the limitations of one general(More)
Efficient handling of large polygonal scenes has always been a challenging task and in recent years, view-frustum and occlusion culling have drawn a lot of attention for accomplishing this goal. The problem of how to efficiently organize such scenes for fast image synthesis is widely neglected, although the answer heavily affects the overall performance. In(More)
Occlusion culling in z-buffer systems has drawn a lot of attention over the last few years. 1,3 Due to the high computational costs of occlusion queries, hardware support is required to accelerate interactive rendering. This requires mechanisms that fit nicely into an available graphics subsystem without greedily consuming chip real estate (one reason why(More)