Octree rasterization : accelerating high-quality out-of-core GPU volume rendering
We present a novel approach for GPU-based high-quality volume rendering of large out-of-core volume data. By focusing on the locations and costs of ray traversal, we are able to significantly reduce the rendering time over traditional algorithms. We store a volume in an octree (of bricks); in additi...
Veröffentlicht in: | IEEE transactions on visualization and computer graphics. - 1996. - 19(2013), 10 vom: 06. Okt., Seite 1732-45 |
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Weitere Verfasser: | , , |
Format: | Online-Aufsatz |
Sprache: | English |
Veröffentlicht: |
2013
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Zugriff auf das übergeordnete Werk: | IEEE transactions on visualization and computer graphics |
Schlagworte: | Journal Article Research Support, Non-U.S. Gov't |
Zusammenfassung: | We present a novel approach for GPU-based high-quality volume rendering of large out-of-core volume data. By focusing on the locations and costs of ray traversal, we are able to significantly reduce the rendering time over traditional algorithms. We store a volume in an octree (of bricks); in addition, every brick is further split into regular macrocells. Our solutions move the branch-intensive accelerating structure traversal out of the GPU raycasting loop and introduce an efficient empty-space culling method by rasterizing the proxy geometry of a view-dependent cut of the octree nodes. This rasterization pass can capture all of the bricks that the ray penetrates in a per-pixel list. Since the per-pixel list is captured in a front-to-back order, our raycasting pass needs only to cast rays inside the tighter ray segments. As a result, we achieve two levels of empty space skipping: the brick level and the macrocell level. During evaluation and testing, this technique achieved 2 to 4 times faster rendering speed than a current state-of-the-art algorithm across a variety of data sets |
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Beschreibung: | Date Completed 26.02.2014 Date Revised 27.09.2013 published: Print Citation Status MEDLINE |
ISSN: | 1941-0506 |