Abstract

We present two implementations of a view-independent cell projection algorithm for off-the-shelf programmable graphics hardware. Both implementations perform all computations for the projection and scan conversion of a set of tetrahedra on the graphics hardware and are therefore compatible with many of the hardware-accelerated optimizations for polygonal graphics, e.g., OpenGL vertex arrays and display lists. Apart from our actual implementations, we discuss potential improvements on future, more flexible graphics hardware and applications to interactive volume visualization of unstructured meshes.

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