使用重投影层的单通道立体GPU光线投射

Arend Buchacher, Marius Erdt
{"title":"使用重投影层的单通道立体GPU光线投射","authors":"Arend Buchacher, Marius Erdt","doi":"10.2312/sre.20171190","DOIUrl":null,"url":null,"abstract":"Stereoscopic rendering of volume data for virtual reality applications is costly, as the computation complexity virtually doubles compared to common monoscopic rendering. This paper presents a single-pass stereoscopic GPU volume ray casting technique which significantly reduces the time needed to produce the second view. The approach builds upon previous work on ray segment re-projection techniques for non-parallel software ray casting that is initially inapplicable to GPU ray casting. Following the previous approach, ray casting is only executed for the left view. At the same time, ray segments are re-projected to layers of a texture array which leverages the constraints of the previous approach. In a subsequent compositing pass the layers are blended to produce the final image. Additionally, ways to determine an appropriate set of parameters are presented. Performance experiments show significant time savings on producing the second view over the naive two-pass approach achieving well over 60% speed-up in a typical virtual reality setup. The trade-off is an overhead of memory consumption that is proportional to the number of layers and image resolution and a marginal reduction in image quality. In qualitative experiments, average DSSIM values of less than 1% were recorded.","PeriodicalId":363391,"journal":{"name":"Eurographics Symposium on Rendering","volume":"19 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2017-06-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"2","resultStr":"{\"title\":\"Single-Pass Stereoscopic GPU Ray Casting Using Re-Projection Layers\",\"authors\":\"Arend Buchacher, Marius Erdt\",\"doi\":\"10.2312/sre.20171190\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Stereoscopic rendering of volume data for virtual reality applications is costly, as the computation complexity virtually doubles compared to common monoscopic rendering. This paper presents a single-pass stereoscopic GPU volume ray casting technique which significantly reduces the time needed to produce the second view. The approach builds upon previous work on ray segment re-projection techniques for non-parallel software ray casting that is initially inapplicable to GPU ray casting. Following the previous approach, ray casting is only executed for the left view. At the same time, ray segments are re-projected to layers of a texture array which leverages the constraints of the previous approach. In a subsequent compositing pass the layers are blended to produce the final image. Additionally, ways to determine an appropriate set of parameters are presented. Performance experiments show significant time savings on producing the second view over the naive two-pass approach achieving well over 60% speed-up in a typical virtual reality setup. The trade-off is an overhead of memory consumption that is proportional to the number of layers and image resolution and a marginal reduction in image quality. In qualitative experiments, average DSSIM values of less than 1% were recorded.\",\"PeriodicalId\":363391,\"journal\":{\"name\":\"Eurographics Symposium on Rendering\",\"volume\":\"19 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2017-06-19\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"2\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Eurographics Symposium on Rendering\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.2312/sre.20171190\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Eurographics Symposium on Rendering","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.2312/sre.20171190","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 2

摘要

在虚拟现实应用中,体数据的立体渲染是昂贵的,因为与普通的单视角渲染相比,其计算复杂度几乎翻了一番。本文提出了一种单通道立体GPU体射线投射技术,大大减少了生成第二视图所需的时间。该方法建立在先前对非并行软件光线投射的光线段重新投影技术的研究基础上,该技术最初不适用于GPU光线投射。按照前面的方法,光线投射只对左边的视图执行。同时,射线段被重新投影到纹理数组的层,这利用了之前方法的约束。在随后的合成过程中,将图层混合以产生最终图像。此外,还介绍了确定一组适当参数的方法。性能实验表明,在典型的虚拟现实设置中,与朴素的两步方法相比,产生第二个视图节省了大量时间,速度提高了60%以上。权衡的代价是与层数和图像分辨率成正比的内存消耗开销,以及图像质量的边际降低。在定性实验中,平均DSSIM值小于1%。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Single-Pass Stereoscopic GPU Ray Casting Using Re-Projection Layers
Stereoscopic rendering of volume data for virtual reality applications is costly, as the computation complexity virtually doubles compared to common monoscopic rendering. This paper presents a single-pass stereoscopic GPU volume ray casting technique which significantly reduces the time needed to produce the second view. The approach builds upon previous work on ray segment re-projection techniques for non-parallel software ray casting that is initially inapplicable to GPU ray casting. Following the previous approach, ray casting is only executed for the left view. At the same time, ray segments are re-projected to layers of a texture array which leverages the constraints of the previous approach. In a subsequent compositing pass the layers are blended to produce the final image. Additionally, ways to determine an appropriate set of parameters are presented. Performance experiments show significant time savings on producing the second view over the naive two-pass approach achieving well over 60% speed-up in a typical virtual reality setup. The trade-off is an overhead of memory consumption that is proportional to the number of layers and image resolution and a marginal reduction in image quality. In qualitative experiments, average DSSIM values of less than 1% were recorded.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信