Splatting II: High-Quality Volume Rendering Without The Wait Dr. Klaus Mueller The Ohio State University Abstract: The majority of today's 3D graphics systems represent objects as meshes of polygons, which can be rendered at high frame rates. The polygonal representation performs well in many settings, however, certain real-world phenomena and interactions exist that are not easily modeled with surface-based methods. For example, semi-transparencies and subtle micro-structures, such as soft tissue in medical datasets, as well as natural phenomena, such as clouds and fog, are hard to represent with a reasonable number of polygons. Interactive operations, such as cutting and sculpting, are also difficult with surface rendering. Volume rendering, on the other hand, retains the 3D raster representation of the volumetric object, obtained via MRI, CT, scientific simulations, procedural models, or cryosectioning, and allows these operations and effects to be realized in an intuitive way. Volume rendering is considerably more complex than surface rendering, and this impedes speedy image generation. One of the more efficient volume rendering algorithms is the Splatting technique. However, while Splatting provides images of reasonable quality for still frames, a variety of artifacts appear in animated and interactive viewing. We address all of these issues in the new generation of Splatting: Splatting II. This new variant not only generates images of high quality, but also renders them fast, due to an efficient data culling process. We then give a sneak preview of Splatting II+, a parallel implementation of Splatting II that decouples the parallel rendering process from the process that combines the partial parallel rendering results for display. This gives way to an interactive volume visualization system that is tolerant to network and rendering latencies, and combines partial rendering results as needed for the current viewpoint. Finally, we point out that insight gained in volume rendering can also be utilized for computed tomography (CT). CT can be considered an inverse of volume rendering: It reconstructs a volumetric object from its projections. We will discuss a popular CT method, the Algebraic Reconstruction Technique (ART), and improvements we have achieved for its use in cone-beam reconstruction.