Summary: Volume Graphics (2006)
T. Möller, R. Machiraju, T. Ertl, M. Chen (Editors)
GPU-Assisted Raycasting for Cosmological
Adaptive Mesh Refinement Simulations
Ralf Kaehler1, John Wise2, Tom Abel2 and Hans-Christian Hege1
1Zuse Institute Berlin, Germany
2Kavli Institute for Particle Astrophysics and Cosmology/Stanford University, USA
In the recent years the advent of powerful graphics hardware with flexible, programmable fragment shaders en-
abled interactive raycasting implementations which perform the ray-integration on a per-pixel basis. Unlike slice-
based volume rendering these approaches do not suffer from rendering artifacts caused by varying sample dis-
tances along different ray-directions or limited frame-buffer precision. They further allow a direct realization of
sophisticated optical models.
In this paper we investigate the applicability of GPU-assisted raycasting to block-structured, locally refined grids.
We present an interactive algorithm for artifact-free, high-quality rendering of data defined on this type of grid
structure and apply it to render data of time-dependent, three-dimensional galaxy and star formation simulations.
We use a physically motivated emission-absorption model to map the computed temperature and density fields to
color and opacity.
Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image
GenerationVieweing Algorithms I.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism