Title: Optimizing GPU Volume Rendering
Authors: Ruijters, Daniel
Vilanova, Anna
Citation: Journal of WSCG. 2006, vol. 14, no. 1-3, p. 9-16.
Issue Date: 2006
Publisher: Václav Skala - UNION Agency
Document type: článek
article
URI: http://wscg.zcu.cz/wscg2007/Papers_2007/journal/!WSCG2007_Journal_Final.zip
http://hdl.handle.net/11025/1358
ISBN: 80-86943-09-7
ISSN: 1213-6972 (hardcopy)
1213-6964 (online)
1213-6980 (CD-ROM)
Keywords: vizualizace objemu;přímé objemové vykreslování;krájení textury;hierarchické vykreslování;grafické procesory
Keywords in different language: volume visualization;direct volume rendering;texture slicing;hierarchical rendering;graphic processing units
Abstract: Volume Rendering methods employing the GPU capabilities offer high performance on off-the-shelf hardware. In this article, we discuss the various bottlenecks found in the graphics hardware when performing GPU-based Volume Rendering. The specific properties of each bottleneck and the trade-offs between them are described. Further we present a novel strategy to balance the load on the identified bottlenecks, without compromising the image quality. Our strategy introduces a two-staged space-skipping, whereby the first stage applies bricking on a semi-regular grid, and the second stage uses octrees to reach a finer granularity. Additionally we apply early ray termination to the bricks. We demonstrate how the two stages address the individual bottlenecks, and how they can be tuned for a specific hardware pipeline. The described method takes into account that the rendered volume may exceed
Rights: © Václav Skala - UNION Agency
Appears in Collections:Number 1-3 (2006)

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