volume raycasting;
programmable graphics hardware;
frame-to-frame coherence;
space leaping;
D O I:
暂无
中图分类号:
TP [自动化技术、计算机技术];
学科分类号:
0812 ;
摘要:
GPU-based raycasting offers an interesting alternative to conventional slice-based volume rendering due to the inherent flexibility and the high quality of the generated images. Recent advances in graphics hardware allow for the ray traversal and volume sampling to be executed on a per-fragment level completely on the GPU leading to interactive framerates. In this work we present optimization techniques that improve the performance and quality of GPU-based volume raycasting. We apply a hybrid image/object space approach to accelerate the ray traversal in animation sequences that works for both isosurface rendering and semi-transparent volume rendering. An empty-space-leaping technique that exploits the spatial coherence between consecutively rendered images is used to estimate the optimal initial ray sampling point for each image pixel. This can double the rendering performance for typical volumetric data sets without sacrificing image quality. The achieved speed-up allows for further improvements of image quality. We demonstrate an object space antialiasing technique based on selective super-sampling at sharp creases and silhouette edges which also benefits from exploiting frame-to-frame coherence.
机构:
Pontificia Univ Catolica Rio de Janeiro, Dept Comp Sci, Tecgraf, BR-22450900 Rio De Janeiro, RJ, BrazilPontificia Univ Catolica Rio de Janeiro, Dept Comp Sci, Tecgraf, BR-22450900 Rio De Janeiro, RJ, Brazil
Espinha, R
Celes, W
论文数: 0引用数: 0
h-index: 0
机构:
Pontificia Univ Catolica Rio de Janeiro, Dept Comp Sci, Tecgraf, BR-22450900 Rio De Janeiro, RJ, BrazilPontificia Univ Catolica Rio de Janeiro, Dept Comp Sci, Tecgraf, BR-22450900 Rio De Janeiro, RJ, Brazil
Celes, W
SIBGRAPI 2005: XVIII BRAZILIAN SYMPOSIUM ON COMPUTER GRAPHICS AND IMAGE PROCESSING, CONFERENCE PROCEEDINGS,
2005,
: 273
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280