{"title":"Segmented ray casting for data parallel volume rendering","authors":"William M. Hsu","doi":"10.1145/166181.166182","DOIUrl":null,"url":null,"abstract":"Interactive volume rendering is important to the timely analysis of three-dimensional data, but workstations take seconds to minutes to render data sets of a few megabytes. We have developed a parallel ray-casting technique, called Segmented Ray Casting, which can render a 128/spl times/128/spl times/128 data set at 2-3 frames per second on a 4K processor DECmpp 1200/Sx Model 100. Pixel values in the image plane are computed by casting rays through the volume data. The rays are segmented based on the intersection with the data sublocks in the processors. Each processor computes the color and opacity of the ray segments which pass through its subblock, which are then sent to the appropriate processor for composition with other segment values. Unlike other data-parallel volume renderers, Segmented Ray Casting does not require the transposition of volume data between processors at any time, nor does it suffer from resampling artifacts due to shearing.","PeriodicalId":394370,"journal":{"name":"Proceedings of 1993 IEEE Parallel Rendering Symposium","volume":"37 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1993-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"162","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of 1993 IEEE Parallel Rendering Symposium","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/166181.166182","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 162
Abstract
Interactive volume rendering is important to the timely analysis of three-dimensional data, but workstations take seconds to minutes to render data sets of a few megabytes. We have developed a parallel ray-casting technique, called Segmented Ray Casting, which can render a 128/spl times/128/spl times/128 data set at 2-3 frames per second on a 4K processor DECmpp 1200/Sx Model 100. Pixel values in the image plane are computed by casting rays through the volume data. The rays are segmented based on the intersection with the data sublocks in the processors. Each processor computes the color and opacity of the ray segments which pass through its subblock, which are then sent to the appropriate processor for composition with other segment values. Unlike other data-parallel volume renderers, Segmented Ray Casting does not require the transposition of volume data between processors at any time, nor does it suffer from resampling artifacts due to shearing.
交互式体绘制对于三维数据的及时分析非常重要,但是工作站需要几秒到几分钟才能呈现几兆字节的数据集。我们已经开发了一种并行光线投射技术,称为分段光线投射,它可以在4K处理器DECmpp 1200/Sx Model 100上以每秒2-3帧的速度渲染128/spl次/128/spl次/128数据集。图像平面中的像素值是通过通过体数据投射光线来计算的。射线是根据与处理器中的数据子锁的交集来分割的。每个处理器计算通过其子块的光线段的颜色和不透明度,然后将其发送到适当的处理器与其他段值组合。与其他数据并行体渲染器不同,分段光线投射不需要在任何时候在处理器之间转换体数据,也不会由于剪切而遭受重采样伪影。