Acceleration of direct volume rendering with programmable graphics hardware

2007-01-01
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.
VISUAL COMPUTER

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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: https://hdl.handle.net/11511/56353.