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
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