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) |
Files in This Item:
File | Description | Size | Format | |
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Ruijters.pdf | 374,5 kB | Adobe PDF | View/Open |
Please use this identifier to cite or link to this item:
http://hdl.handle.net/11025/1358
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