Acceleration techniques for GPU-based volume rendering

J. Krüger, R. Westermann
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引用次数: 931

Abstract

Nowadays, direct volume rendering via 3D textures has positioned itself as an efficient tool for the display and visual analysis of volumetric scalar fields. It is commonly accepted, that for reasonably sized data sets appropriate quality at interactive rates can be achieved by means of this technique. However, despite these benefits one important issue has received little attention throughout the ongoing discussion of texture based volume rendering: the integration of acceleration techniques to reduce per-fragment operations. In this paper, we address the integration of early ray termination and empty-space skipping into texture based volume rendering on graphical processing units (GPU). Therefore, we describe volume ray-casting on programmable graphics hardware as an alternative to object-order approaches. We exploit the early z-test to terminate fragment processing once sufficient opacity has been accumulated, and to skip empty space along the rays of sight. We demonstrate performance gains up to a factor of 3 for typical renditions of volumetric data sets on the ATI 9700 graphics card.
基于gpu的体渲染加速技术
如今,通过3D纹理的直接体绘制已经将自己定位为显示和可视化分析体积标量场的有效工具。人们普遍认为,对于合理规模的数据集,通过这种技术可以获得交互速率下的适当质量。然而,尽管有这些好处,一个重要的问题在正在进行的基于纹理的体渲染的讨论中很少受到关注:集成加速技术来减少每个片段的操作。在本文中,我们讨论了在图形处理单元(GPU)上将早期射线终止和空空间跳过集成到基于纹理的体渲染中。因此,我们将可编程图形硬件上的体射线投射描述为对象顺序方法的替代方案。我们利用早期的z测试,一旦积累了足够的不透明度,就终止碎片处理,并跳过沿着视线的空白空间。我们在ATI 9700显卡上演示了典型的体积数据集的性能增益,最高可达3倍。
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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