Optimizing GPU volume rendering

32Citations
Citations of this article
43Readers
Mendeley users who have this article in their library.

Abstract

Volume Rendering methods employing the GPU capabilities offer high performance on off-the-shelf hardware. In this article, we discuss the various bottlenecks found in the graphics hardware when performing GPU-based Volume Rendering. The specific properties of each bottleneck and the trade-offs between them are described. Further we present a novel strategy to balance the load on the identified bottlenecks, without compromising the image quality. Our strategy introduces a two-staged space-skipping, whereby the first stage applies bricking on a semi-regular grid, and the second stage uses octrees to reach a finer granularity. Additionally we apply early ray termination to the bricks. We demonstrate how the two stages address the individual bottlenecks, and how they can be tuned for a specific hardware pipeline. The described method takes into account that the rendered volume may exceed the available texture memory. Our approach further allows fast run-time changes of the transfer function. Copyright © UNION Agency - Science Press.

Cite

CITATION STYLE

APA

Ruijters, D., & Vilanova, A. (2006). Optimizing GPU volume rendering. In 14th International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2006, WSCG’2006 - In Co-operation with EUROGRAPHICS, Full Papers Proceedings (pp. 9–16).

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free