Optimizing GPU Volume Rendering |
WSCG - Winter School of Computer Graphics, Volume 14, page 9-16 - Feb 2006
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" }