• Title of article

    Hardware-assisted visibility sorting for unstructured volume rendering

  • Author/Authors

    Callahan، نويسنده , , S.P.، نويسنده , , Ikits، نويسنده , , M.، نويسنده , , Comba، نويسنده , , J.L.D.، نويسنده , , Silva، نويسنده , , C.T.، نويسنده ,

  • Issue Information
    روزنامه با شماره پیاپی سال 2005
  • Pages
    11
  • From page
    285
  • To page
    295
  • Abstract
    Harvesting the power of modern graphics hardware to solve the complex problem of real-time rendering of large unstructured meshes is a major research goal in the volume visualization community. While, for regular grids, texture-based techniques are well-suited for current GPUs, the steps necessary for rendering unstructured meshes are not so easily mapped to current hardware. We propose a novel volume rendering technique that simplifies the CPU-based processing and shifts much of the sorting burden to the GPU, where it can be performed more efficiently. Our hardware-assisted visibility sorting algorithm is a hybrid technique that operates in both object-space and image-space. In object-space, the algorithm performs a partial sort of the 3D primitives in preparation for rasterization. The goal of the partial sort is to create a list of primitives that generate fragments in nearly sorted order. In image-space, the fragment stream is incrementally sorted using a fixed-depth sorting network. In our algorithm, the object-space work is performed by the CPU and the fragment-level sorting is done completely on the GPU. A prototype implementation of the algorithm demonstrates that the fragment-level sorting achieves rendering rates of between one and six million tetrahedral cells per second on an ATI Radeon 9800.
  • Keywords
    Volume visualization , graphics processors , visibility sorting.
  • Journal title
    IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
  • Serial Year
    2005
  • Journal title
    IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
  • Record number

    401820