Optimizing GPU Volume Rendering
Date issued
2006
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
Václav Skala - UNION Agency
Abstract
Volume Rendering methods employing the GPU capabilities offer high performance on off-the-shelf hardware.
In this article, we discuss the various bottlenecks found in the graphics hardware when performing GPU-based
Volume Rendering. The specific properties of each bottleneck and the trade-offs between them are described.
Further we present a novel strategy to balance the load on the identified bottlenecks, without compromising the
image quality. Our strategy introduces a two-staged space-skipping, whereby the first stage applies bricking on a
semi-regular grid, and the second stage uses octrees to reach a finer granularity. Additionally we apply early ray
termination to the bricks. We demonstrate how the two stages address the individual bottlenecks, and how they
can be tuned for a specific hardware pipeline. The described method takes into account that the rendered volume
may exceed
Description
Subject(s)
vizualizace objemu, přímé objemové vykreslování, krájení textury, hierarchické vykreslování, grafické procesory
Citation
Journal of WSCG. 2006, vol. 14, no. 1-3, p. 9-16.