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
Link To Document