Analytic Isosurface Rendering and Maximum Intensity Projection on the GPU
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Date issued
2014
Journal Title
Journal ISSN
Volume Title
Publisher
Václav Skala - UNION Agency
Abstract
It is well known that isosurfaces implicitly represented by volumetric data can be analytically rendered if a trilinear
interpolation is assumed to be applied for the continuous reconstruction. However, to the best of our knowledge,
it has not been investigated yet how this approach can be efficiently implemented on current GPUs and how much
the analytic intersection point calculations slow down the rendering process compared to the traditional discrete
approximation. In this paper, we propose a GPU friendly first-hit ray-casting algorithm that (1) minimizes the
number of texture fetches, (2) significantly simplifies the arithmetic operations, and (3) avoids error accumulation
during the ray traversal. We show that our analytic isosurface rendering optimized for the GPU is even faster than
an equidistant discrete sampling, if the sampling frequency is set such that a comparable image quality is obtained.
This is true even if the empty blocks of voxels are not processed along the rays. Therefore, the analytic approach
can completely replace the traditional first-hit ray-casting implementations. Additionally, we show that the core of
our algorithm can also be used for analytic Maximum Intensity Projection (MIP).
Description
Subject(s)
sledování paprsku, projekce maximální intenzity, rekonstrukční filtrování, zrychlování GPU, vykreslování, izoplochy
Citation
WSCG 2014: Full Papers Proceedings: 22nd International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision in co-operation with EUROGRAPHICS Association, p. 47-56.