Hardware-based ray casting for tetrahedral meshes

Manfred Weiler, M. Kraus, Markus Merz, T. Ertl
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引用次数: 156

Abstract

We present the first implementation of a volume ray casting algorithm for tetrahedral meshes running on off-the-shelf programmable graphics hardware. Our implementation avoids the memory transfer bottleneck of the graphics bus since the complete mesh data is stored in the local memory of the graphics adapter and all computations, in particular ray traversal and ray integration, are performed by the graphics processing unit. Analogously to other ray casting algorithms, our algorithm does not require an expensive cell sorting. Provided that the graphics adapter offers enough texture memory, our implementation performs comparable to the fastest published volume rendering algorithms for unstructured meshes. Our approach works with cyclic and/or non-convex meshes and supports early ray termination. Accurate ray integration is guaranteed by applying pre-integrated volume rendering. In order to achieve almost interactive modifications of transfer functions, we propose a new method for computing three-dimensional pre-integration tables.
四面体网格的基于硬件的光线投射
我们提出了在现成的可编程图形硬件上运行的四面体网格的体射线投射算法的第一个实现。我们的实现避免了图形总线的内存传输瓶颈,因为完整的网格数据存储在图形适配器的本地内存中,所有的计算,特别是射线遍历和射线积分,都由图形处理单元执行。类似于其他光线投射算法,我们的算法不需要昂贵的单元排序。如果图形适配器提供足够的纹理内存,我们的实现可以与已发布的最快的非结构化网格体渲染算法相媲美。我们的方法适用于循环和/或非凸网格,并支持早期射线终止。通过应用预集成体绘制保证了精确的射线积分。为了实现传递函数的几乎交互修改,我们提出了一种计算三维预积分表的新方法。
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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