Optimizing GPU Volume Rendering

WSCG - Winter School of Computer Graphics, Volume 14, page 9-16 - Feb 2006
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Volume Rendering methods employing the GPU capabilities offer high performance on off-the-shelf hardware. In this article, we discuss the various bottlenecks found in the graphics hardware when performing GPU-based Volume Rendering. The specific properties of each bottleneck and the trade-offs between them are described. Further we present a novel strategy to balance the load on the identified bottlenecks, without compromising the image quality. Our strategy introduces a two-staged space-skipping, whereby the first stage applies bricking on a semi-regular grid, and the second stage uses octrees to reach a finer granularity. Additionally we apply early ray termination to the bricks. We demonstrate how the two stages address the individual bottlenecks, and how they can be tuned for a specific hardware pipeline. The described method takes into account that the rendered volume may exceed the available texture memory. Our approach further allows fast run-time changes of the transfer function.

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BibTex references

@InProceedings { RV06,
  author       = "Ruijters, D. and Vilanova, Anna",
  title        = "Optimizing GPU Volume Rendering",
  booktitle    = "WSCG - Winter School of Computer Graphics",
  volume       = "14",
  pages        = "9-16",
  month        = "Feb",
  year         = "2006",
  url          = "http://graphics.tudelft.nl/Publications-new/2006/RV06"
}

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» D. Ruijters
» Anna Vilanova






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