We present an interactive rendering method for isosurfaces in a voxel grid. The underlying trivariate function is represented as a spline wavelet hierarchy, which allows for adaptive (view-dependent) selection of the desired level-of-detail by superimposing appropriately weighted basis functions. Different root finding techniques are compared with respect to their precision and efficiency. Both wavelet reconstruction and root finding are implemented in CUDA to utilize the high computational performance of Nvidia's hardware and to obtain high quality results. We tested our methods with datasets of up to 5123 voxels and demonstrate interactive frame rates for a viewport size of up to 1024x768 pixels.
Pak Chung WongR. Daniel Bergeron
Aaron KnollIngo WaldCharles Hansen
Lars LinsenBernd HamannKenneth I. JoyValerio PascucciMark A. Duchaineau
Tien‐Tsin WongPheng‐Ann HengTimothy Poston