Acceleration of direct volume rendering with programmable graphics hardware
Department of Computer Engineering, METU, Ankara, Turkey
The Visual Computer, Vol. 23, No. 1. (January 2007), pp. 15-24.
@article{yalim2007acceleration,
title={Acceleration of direct volume rendering with programmable graphics hardware},
author={Yal{i}m Kele{c{s}}, H. and Es, A. and {.I}{c{s}}ler, V.},
journal={The Visual Computer},
volume={23},
number={1},
pages={15–24},
issn={0178-2789},
year={2007},
publisher={Springer}
}
We propose a method to accelerate direct volume rendering using programmable graphics hardware (GPU). In the method, texture slices are grouped together to form a texture slab. Rendering non-empty slabs from front to back viewing order generates the resultant image. Considering each pixel of the image as a ray, slab silhouette maps (SSMs) are used to skip empty spaces along the ray direction per pixel basis. Additionally, SSMs contain terminated ray information. The method relies on hardware z-occlusion culling and hardware occlusion queries to accelerate ray traversals. The advantage of this method is that SSMs are created on the fly by the GPU without any pre-processing. The cost of generating the acceleration structure is very small with respect to the total rendering time.
November 5, 2010 by hgpu