Acceleration of direct volume rendering with texture slabs on programmable graphics hardware

Yalım, Hacer
This thesis proposes an efficient method to accelerate ray based volume rendering with texture slabs using programmable graphics hardware. In this method, empty space skipping and early ray termination are utilized without performing any preprocessing on CPU side. The acceleration structure is created on the fly by making use of depth buffer efficiently on Graphics Processing Unit (GPU) side. In the proposed method, texture slices are grouped together to form a texture slab. Rendering all the slabs from front to back viewing order in multiple rendering passes generates the resulting volume image. Slab silhouette maps (SSM) are created to identify and skip empty spaces along the ray direction at pixel level. These maps are created from the alpha component of the slab and stored in the depth buffer. In addition to the empty region information, SSM also contains information about the terminated rays. The method relies on hardware z-occlusion culling that is realized by means of SSMs to accelerate ray traversals. The cost of generating this acceleration data structure is very small compared to the total rendering time.


Acceleration of direct volume rendering with programmable graphics hardware
Yalim Keles, Hacer; Es, Alphan; İşler, Veysi (Springer Science and Business Media LLC, 2007-01-01)
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 cul...
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Es, Ş. Alphan; İşler, Veysi; Department of Computer Engineering (2008)
The graphics hardware have evolved from simple feed forward triangle rasterization devices to flexible, programmable, and powerful parallel processors. This evolution allows the researchers to use graphics processing units (GPU) for both general purpose computations and advanced graphics rendering. Sophisticated GPUs hold great opportunities for the acceleration of computationally expensive photorealistic rendering methods. Rendering of photorealistic images in real-time is a challenge. In this work, we inv...
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Citation Formats
H. Yalım, “Acceleration of direct volume rendering with texture slabs on programmable graphics hardware,” M.S. - Master of Science, Middle East Technical University, 2005.