iSBVR: isosurface-AIDED hardware acceleration techniques for slice-based volume rendering

Daqing Xue, Caixia Zhang, R. Crawfis
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引用次数: 9

Abstract

In this paper, we examine the performance of the early z-culling feature on current high-end commodity graphics cards and present an isosurface-aided hardware acceleration algorithm for slice-based volume rendering (iSBVR) to maximize its utilization. We analyze the computational models for early z-culling of the texture based volume rendering. We demonstrate that the performance improves with two to four times speedup against an original straightforward SBVR on an ATI 9800pro display board. As volumetric shaders become increasingly complex, the advantages of fast z-culling will become even more pronounced.
iSBVR:基于切片体绘制的等表面辅助硬件加速技术
在本文中,我们研究了早期z-culling特性在当前高端商品显卡上的性能,并提出了一种基于切片的体绘制(iSBVR)的等面辅助硬件加速算法,以最大限度地提高其利用率。我们分析了基于纹理的体绘制的早期z-剔除的计算模型。我们证明,与ATI 9800pro显示板上的原始直接SBVR相比,性能提高了两到四倍的速度。随着体积着色器变得越来越复杂,快速z-culling的优势将变得更加明显。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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