“Advanced GPU-based ray casting for bricked datasets” by Gavrilov and Turlapov

  • ©Nikolay Gavrilov and Vadim Turlapov

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Title:

    Advanced GPU-based ray casting for bricked datasets

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Abstract:


    Since the 90s, the Direct Volume Rendering shows itself as an efficient tool for the visual analysis of volumetric datasets. There are approaches that allow for the real-time Ray Casting for visualization of the datasets that can be divided into bricks and entirely loaded into the GPU memory. We describe particular details, implemented in our volume rendering engine, that significantly improve rendering quality and performance.

References:


    1. Daniel R. et al, 2008. Efficient GPU-Based Texture Interpolation using Uniform B-Splines, In IEEE Transactions on Journal of Graphics, GPU, & Game Tools, Vol. 13, No. 4, pp 61–69.
    2. Daniel R. et al, 2006, Optimizing GPU Volume Rendering, Li Journal of WSCG’06 14(1-3), pp. 9–16.
    3. Guthe, S. et al, 2002, Efficient Interactive rendering of large volume data sets, VIS 2002. IEEE, pp. 53–60
    4. Johanna B. et al, Smooth Mixed-Resolution GPU Volume Rendering, IEEE International Symposium on Volume and Point-Based Graphics (VG ’08); 2008. pp. 163–170.
    5. Vincent V. et al, 2008, Simple Empty-Space Removal for Interactive Volume Rendering, Journal of Graphics, GPU, and Game Tools, Volume 13, Issue 2, pp. 21–36


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©Nikolay Gavrilov and Vadim Turlapov ©Nikolay Gavrilov and Vadim Turlapov

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