• DocumentCode
    1826914
  • Title

    High-Performance Volume Rendering on the Ubiquitous WebGL Platform

  • Author

    Mobeen, Movania Muhammad ; Feng, Lin

  • Author_Institution
    Sch. of Comput. Eng., Nanyang Technol. Univ., Singapore, Singapore
  • fYear
    2012
  • fDate
    25-27 June 2012
  • Firstpage
    381
  • Lastpage
    388
  • Abstract
    We have invented a high-performance GPU based volume rendering algorithm on the ubiquitous WebGL platform. As WebGL is emerging as a standard platform for web applications on mobile devices, a remarkable advantage of our approach is that the advanced volume rendering algorithms can run directly on mobile devices such as smart phones and tablets in which GPU is embedded, anywhere and anytime. Technically, we deployed a novel single-pass rendering pipeline, in contrast to the other WebGL volume rendering systems using the multi-pass approach. We extended the pseudo-color shading and ray function blending by using a custom transfer function widget in the web browser, which enables interactive feature enhancement in rendering. And lastly, to get rid of the limitation in the loop iteration for dynamic loops on the current mobile platforms, we devised a WebGL compliant 3D texture slicer as an alternative solution to rendering of large datasets. Extensive experimental results and performance assessments are reported in the paper.
  • Keywords
    Web services; graphics processing units; iterative methods; mobile computing; mobile handsets; public domain software; ray tracing; rendering (computer graphics); GPU; Web application; Web browser; compliant 3D texture slicer; custom transfer function widget; dynamic loop; interactive feature enhancement; loop iteration; mobile device; multipass approach; pseudocolor shading; ray function blending; rendering pipeline; ubiquitous WebGL platform; volume rendering algorithm; Casting; Graphics processing unit; Image color analysis; Mathematical model; Mobile communication; Mobile handsets; Rendering (computer graphics); 3D texture slicing; GPU; Mobile computing; Single-pass ray casting; Ubiquitous platform; Volume rendering; WebGL;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    High Performance Computing and Communication & 2012 IEEE 9th International Conference on Embedded Software and Systems (HPCC-ICESS), 2012 IEEE 14th International Conference on
  • Conference_Location
    Liverpool
  • Print_ISBN
    978-1-4673-2164-8
  • Type

    conf

  • DOI
    10.1109/HPCC.2012.58
  • Filename
    6332197