Maintaining constant frame rates in 3D texture-based volume rendering
Institute of Visualization and Interactive Systems, University of Stuttgart
Computer Graphics International, 2004. Proceedings In Computer Graphics International, 2004. Proceedings (2004), pp. 604-607.
@conference{weiskopf2005maintaining,
title={Maintaining constant frame rates in 3D texture-based volume rendering},
author={Weiskopf, D. and Weiler, M. and Ertl, T.},
booktitle={Computer Graphics International, 2004. Proceedings},
pages={604–607},
isbn={0769521711},
issn={1530-1052},
year={2005},
organization={IEEE}
}
3D texture-based volume rendering is a popular way of realizing direct volume visualization on graphics hardware. However, the slice-oriented texture memory layout of many current CPUs may lead to a strongly view-dependent performance, which reduces the fields of application of volume rendering. In this short technical note, we propose a slight modification of texture-based volume rendering that maintains roughly constant frame rates on any GPU architecture. The idea is to split the volume into smaller sub-volumes. These bricks can be oriented in different directions; thus the varying performance for different viewing directions is averaged out
November 6, 2010 by hgpu