Acceleration of direct volume rendering with programmable graphics hardware
VISUAL COMPUTER, cilt.23, sa.1, ss.15-24, 2007 (SCI-Expanded, Scopus)
- Yayın Türü: Makale / Tam Makale
- Cilt numarası: 23 Sayı: 1
- Basım Tarihi: 2007
- Doi Numarası: 10.1007/s00371-006-0084-5
- Dergi Adı: VISUAL COMPUTER
- Derginin Tarandığı İndeksler: Science Citation Index Expanded (SCI-EXPANDED), Scopus
- Sayfa Sayıları: ss.15-24
- Anahtar Kelimeler: volume rendering, GPU programming, empty space skipping, early ray termination
- Hacettepe Üniversitesi Adresli: Evet
Özet
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.