• DocumentCode
    2340661
  • Title

    Hierarchical Octree and Sub-Volume Texture Block Projection for GPU Accelerated Ray Casting Volume Rendering

  • Author

    Ma Guo-jun ; Zhang, You-Sai

  • Author_Institution
    Sch. of Electron. & Inf., Jiangsu Univ. of Sci. & Technol., Zhenjiang, China
  • fYear
    2010
  • fDate
    23-25 April 2010
  • Firstpage
    1
  • Lastpage
    4
  • Abstract
    Because of large volume data and slow speed in volume rendering, it proposes a new method for ray casting volume rendering using graphics processing unit (GPU). This algorithm firstly uses sub-volume texture block projection and then subdivides 3D volume texture while coding with hierarchical octree, projection information is used for rendering non-empty blocks from front to back. Sub-volume texture blocks including flag information of empty blocks and full blocks of volume data and skipping rendering and computation of empty blocks are used to accelerate ray casting algorithm along the ray direction with projection information of sub-volume. It decreases further subdivision of empty blocks and increases efficiency of octree coding. The experiments results show that this method can speed up at least 2.59 times during rendering on GPU and achieve good rendering effects.
  • Keywords
    coprocessors; rendering (computer graphics); 3D volume texture; GPU accelerated ray casting; graphics processing unit; hierarchical octree; octree coding; sub-volume texture block projection; volume rendering; Acceleration; Casting; Computer displays; Concurrent computing; Graphics; Hardware; Parallel processing; Pipelines; Rendering (computer graphics); Three dimensional displays;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Biomedical Engineering and Computer Science (ICBECS), 2010 International Conference on
  • Conference_Location
    Wuhan
  • Print_ISBN
    978-1-4244-5315-3
  • Type

    conf

  • DOI
    10.1109/ICBECS.2010.5462452
  • Filename
    5462452