Accelerating Transfer Function Update for Distance Map based Volume Rendering

Michael Rauter, Lukas Zimmermann, Markus Zeilinger
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Abstract

Direct volume rendering using ray-casting is widely used in practice. By using GPUs and applying acceleration techniques as empty space skipping, high frame rates are possible on modern hardware. This enables performance-critical use-cases such as virtual reality volume rendering. The currently fastest known technique uses volumetric distance maps to skip empty sections of the volume during ray-casting but requires the distance map to be updated per transfer function change. In this paper, we demonstrate a technique for subdividing the volume intensity range into partitions and deriving what we call partitioned distance maps. These can be used to accelerate the distance map computation for a newly changed transfer function by a factor up to 30. This allows the currently fastest known empty space skipping approach to be used while maintaining high frame rates even when the transfer function is changed frequently.
加速基于距离图的体量渲染的传递函数更新
使用光线铸造的直接体积渲染技术在实践中得到了广泛应用。通过使用 GPU 和空跳加速技术,在现代硬件上可以实现高帧率。这使得虚拟现实体绘制等对性能要求极高的应用成为可能。目前已知最快的技术是在光线投射过程中使用体积距离图跳过体积的空白部分,但每次传输功能变化都需要更新距离图。在本文中,我们展示了一种将体积强度范围细分为若干分区并推导出我们称之为分区距离图的技术。利用这些技术,可以将新改变的传递函数的距离图计算速度提高 30 倍。这样就可以使用目前已知最快的跳空方法,同时在传输函数频繁变化时也能保持较高的帧频。
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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