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
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