Bandwidth-efficient Hardware-Based Volume Rendering for Large Unstructured Meshes
Date issued
2006
Authors
Journal Title
Journal ISSN
Volume Title
Publisher
Václav Skala - UNION Agency
Abstract
Recent advances in graphics processor architecture and capabilities have made the development of fast and
efficient unstructured volume rendering methods possible. These techniques can be classified into two roughly
delimited categories: cell projection based methods and GPU raycasting algorithms. However, both approaches
are subject to limitations, respectively due to the main memory-to-GPU bandwidth for the former and due to the
GPU per-fragment computation speed and memory size for the latter. These potential bottlenecks can be
particularly limiting for large-size datasets, such as the ones produced by large-scale numerical simulation. In
this work, we describe an enhancement to the cell-projection rendering method, allowing us to specify each
tetrahedron with only 4 vertices and their associated data. By using a point sprite primitive, instead of a set of 4
triangles, we significantly reduce the amount of data transferred from the main memory through the graphics
port for each frame rendered. We evaluate the impact of the different rendering stages of our method on the
overall frame rate.
Description
Subject(s)
nestrukturované mřížky, vizualizace objemu, vykreslování, grafické procesory
Citation
WSCG '2006: Full Papers Proceedings: The 14-th international Conference in Central Europe on Computer Graphics, Visualization and Computer Vision 2006: University of West Bohemia, Plzen, Czech Republic, January 31 – February 2, 2006, p. 169-176.