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dc.contributor.authorReck, Franken_US
dc.contributor.authorDachsbacher, Carstenen_US
dc.contributor.authorGrosso, Robertoen_US
dc.contributor.authorGreiner, Güntheren_US
dc.contributor.authorStamminger, Marcen_US
dc.contributor.editorM. Alexa and E. Galinen_US
dc.date.accessioned2015-07-20T09:40:46Z
dc.date.available2015-07-20T09:40:46Z
dc.date.issued2004en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egs.20041007en_US
dc.description.abstractIn this paper we introduce a method for the display of isosurfaces extracted from unstructured tetrahedral grids. Our algorithm completely runs on the graphics hardware. The tetrahedra are streamed into a vertex program, which extracts the surface for the given isovalue and immediately renders it. The triangles are not stored explicitly but are computed during rendering time, so the user can modify the isovalue with immediate feedback. If the tetrahedra entirely fit into video memory, we achieve a throughput of more than nine million tetrahedra per second. Our performance can be further improved by using a hybrid method which pre-selects tetrahedra containing the isovalue. We compare our approach with a pure CPU based implementation which achieves about half the performance of our hardware accelerated method.en_US
dc.publisherEurographics Associationen_US
dc.titleRealtime Isosurface Extraction with Graphics Hardwareen_US
dc.description.seriesinformationEurographics 2004 - Short Presentationsen_US
dc.identifier.doi10.2312/egs.20041007en_US


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