• DocumentCode
    3117359
  • Title

    Maintaining constant frame rates in 3D texture-based volume rendering

  • Author

    Weiskopf, Daniel ; Weiler, Manfred ; Ertl, Thomas

  • Author_Institution
    Inst. of Visualization & Interactive Syst., Stuttgart Univ.
  • fYear
    2004
  • fDate
    19-19 June 2004
  • Firstpage
    604
  • Lastpage
    607
  • Abstract
    3D texture-based volume rendering is a popular way of realizing direct volume visualization on graphics hardware. However, the slice-oriented texture memory layout of many current CPUs may lead to a strongly view-dependent performance, which reduces the fields of application of volume rendering. In this short technical note, we propose a slight modification of texture-based volume rendering that maintains roughly constant frame rates on any GPU architecture. The idea is to split the volume into smaller sub-volumes. These bricks can be oriented in different directions; thus the varying performance for different viewing directions is averaged out
  • Keywords
    computer graphic equipment; data visualisation; image texture; rendering (computer graphics); virtual reality; 3D texture-based volume rendering; GPU architecture; constant frame rates; graphics hardware; graphics processing unit; virtual reality; volume visualization; Biomedical engineering; Biomedical imaging; Graphics; Hardware; Interactive systems; Interpolation; Layout; Rendering (computer graphics); Virtual environment; Visualization;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computer Graphics International, 2004. Proceedings
  • Conference_Location
    Crete
  • ISSN
    1530-1052
  • Print_ISBN
    0-7695-2171-1
  • Type

    conf

  • DOI
    10.1109/CGI.2004.1309273
  • Filename
    1309273