Acceleration of direct volume rendering with programmable graphics hardware

Yalim Keles, Hacer
Es, Alphan
İşler, Veysi
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.


Acceleration of direct volume rendering with texture slabs on programmable graphics hardware
Yalım, Hacer; Coşar, Ahmet; Department of Computer Engineering (2005)
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 fro...
Accelerated ray tracing using programmable graphics pipelines
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...
Massive crowd simulation with parallel processing
Yılmaz, Erdal; İşler, Veysi; Department of Information Systems (2010)
This thesis analyzes how parallel processing with Graphics Processing Unit (GPU) could be used for massive crowd simulation, not only in terms of rendering but also the computational power that is required for realistic simulation. The extreme population in massive crowd simulation introduces an extra computational load, which is quite difficult to meet by using Central Processing Unit (CPU) resources only. The thesis shows the specific methods and approaches that maximize the throughput of GPU parallel com...
Accelerated regular grid traversals using extended anisotropic chessboard distance fields on a parallel stream processor
Es, Alphan; İşler, Veysi (Elsevier BV, 2007-11-01)
Modern graphics processing units (GPUs) are an implementation of parallel stream processors. In recent years, there have been a few studies on mapping ray tracing to the GPU. Since graphics processors are not designed to process complex data structures, it is crucial to explore data structures and algorithms for efficient stream processing. In particular ray traversal is one of the major bottlenecks in ray tracing and direct volume rendering methods. In this work we focus on the efficient regular grid based...
AKTIHANOGLU, M; OZGUC, B; AYKANAT, C (Springer Science and Business Media LLC, 1994-01-01)
This paper describes a system for modeling, animating, previewing and rendering articulated objects. The system has a modeler of objects that consists of joints and segments. The animator interactively positions the articulated object in its stick, control vertex, or rectangular prism representation and previews the motion in real time. Then the data representing the motion and the models is sent to a multicomputer [iPSC/2 Hypercube (Intel)]. The frames are rendered in parallel, exploiting the coherence bet...
Citation Formats
H. Yalim Keles, A. Es, and V. İşler, “Acceleration of direct volume rendering with programmable graphics hardware,” VISUAL COMPUTER, pp. 15–24, 2007, Accessed: 00, 2020. [Online]. Available: