Title: Bandwidth-efficient Hardware-Based Volume Rendering for Large Unstructured Meshes
Authors: Carrard, Thierry
Juliachs, Manuel
Citation: WSCG '2006: Full Papers Proceedings: The 14-th international Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2006: University of West Bohemia, Plzen, Czech Republic, January 31 – February 2, 2006, p. 169-176.
Issue Date: 2006
Publisher: Václav Skala - UNION Agency
Document type: konferenční příspěvek
conferenceObject
URI: http://wscg.zcu.cz/WSCG2006/Papers_2006/Full/!WSCG2006_Full_Proceedings_Final.pdf
http://hdl.handle.net/11025/6640
ISBN: 80-86943-03-8
Keywords: nestrukturované mřížky;vizualizace objemu;vykreslování;grafické procesory
Keywords in different language: unstructured meshes;volume visualization;rendering;graphic processing units
Abstract: Recent advances in graphics processor architecture and capabilities have made the development of fast and efficient unstructured volume rendering methods possible. These techniques can be classified into two roughly delimited categories: cell projection based methods and GPU raycasting algorithms. However, both approaches are subject to limitations, respectively due to the main memory-to-GPU bandwidth for the former and due to the GPU per-fragment computation speed and memory size for the latter. These potential bottlenecks can be particularly limiting for large-size datasets, such as the ones produced by large-scale numerical simulation. In this work, we describe an enhancement to the cell-projection rendering method, allowing us to specify each tetrahedron with only 4 vertices and their associated data. By using a point sprite primitive, instead of a set of 4 triangles, we significantly reduce the amount of data transferred from the main memory through the graphics port for each frame rendered. We evaluate the impact of the different rendering stages of our method on the overall frame rate.
Rights: © Václav Skala - UNION Agency
Appears in Collections:WSCG '2006: Full Papers Proceedings

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