2.50
Hdl Handle:
http://hdl.handle.net/10547/250934
Title:
Octree rasterization: accelerating high-quality out-of-core GPU volume rendering
Authors:
Liu, Baoquan; Clapworthy, Gordon J.; Dong, Feng; Prakash, Edmond C.
Abstract:
We present a novel approach for GPU-based high quality volume rendering of large out-of-core volume data. By focusing on the locations and costs of ray traversal, we are able to significantly reduce the rendering time over traditional algorithms. We store a volume in an octree (of bricks); in addition, every brick is further split into regular macro-cells. Our solutions move the branch-intensive accelerating structure traversal out of the GPU raycasting loop and introduce an efficient empty-space culling method by rasterizing the proxy geometry of a view-dependent cut of the octree nodes. This rasterization pass can capture all of the bricks that the ray penetrates in a per-pixel list. Since the per-pixel list is captured in a front-to-back order, our raycasting pass needs only to cast rays inside the tighter ray segments. As a result, we achieve two levels of empty space skipping: the brick level and the macro-cell level. During evaluation and testing, this technique achieved 2 to 4 times faster rendering speed than a current state-of-the-art algorithm across a variety of data sets.
Affiliation:
University of Bedfordshire
Citation:
Liu, B. et al (2012) 'Octree Rasterization: Accelerating High-Quality Out-of-Core GPU Volume Rendering' 1 IEEE Transactions on Visualization and Computer Graphics Vol PP Issue 99
Publisher:
IEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INC
Journal:
IEEE Transactions on Visualization and Computer Graphics
Issue Date:
10-Aug-2012
URI:
http://hdl.handle.net/10547/250934
DOI:
10.1109/TVCG.2012.151
Additional Links:
http://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=6231628; http://www.computer.org/portal/web/csdl/doi/10.1109/TVCG.2012.151
Type:
Article
Language:
en
ISSN:
1077-2626
Appears in Collections:
Centre for Computer Graphics and Visualisation (CCGV)

Full metadata record

DC FieldValue Language
dc.contributor.authorLiu, Baoquanen_GB
dc.contributor.authorClapworthy, Gordon J.en_GB
dc.contributor.authorDong, Fengen_GB
dc.contributor.authorPrakash, Edmond C.en_GB
dc.date.accessioned2012-11-05T09:33:44Zen
dc.date.available2012-11-05T09:33:44Zen
dc.date.issued2012-08-10en
dc.identifier.citationLiu, B. et al (2012) 'Octree Rasterization: Accelerating High-Quality Out-of-Core GPU Volume Rendering' 1 IEEE Transactions on Visualization and Computer Graphics Vol PP Issue 99en_GB
dc.identifier.issn1077-2626en
dc.identifier.doi10.1109/TVCG.2012.151en
dc.identifier.urihttp://hdl.handle.net/10547/250934en
dc.description.abstractWe present a novel approach for GPU-based high quality volume rendering of large out-of-core volume data. By focusing on the locations and costs of ray traversal, we are able to significantly reduce the rendering time over traditional algorithms. We store a volume in an octree (of bricks); in addition, every brick is further split into regular macro-cells. Our solutions move the branch-intensive accelerating structure traversal out of the GPU raycasting loop and introduce an efficient empty-space culling method by rasterizing the proxy geometry of a view-dependent cut of the octree nodes. This rasterization pass can capture all of the bricks that the ray penetrates in a per-pixel list. Since the per-pixel list is captured in a front-to-back order, our raycasting pass needs only to cast rays inside the tighter ray segments. As a result, we achieve two levels of empty space skipping: the brick level and the macro-cell level. During evaluation and testing, this technique achieved 2 to 4 times faster rendering speed than a current state-of-the-art algorithm across a variety of data sets.en_GB
dc.language.isoenen
dc.publisherIEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INCen_GB
dc.relation.urlhttp://ieeexplore.ieee.org/lpdocs/epic03/wrapper.htm?arnumber=6231628en_GB
dc.relation.urlhttp://www.computer.org/portal/web/csdl/doi/10.1109/TVCG.2012.151en_GB
dc.subjectoctreesen_GB
dc.subjectgraphics processing uniten_GB
dc.subjectrendering (computer graphics)en_GB
dc.subjectaccelerationen_GB
dc.subjectinterpolationen_GB
dc.subjectcamerasen_GB
dc.subjectcastingen_GB
dc.subjectray castingen_GB
dc.subjectGPU techniquesen_GB
dc.subjectvolume renderingen_GB
dc.titleOctree rasterization: accelerating high-quality out-of-core GPU volume renderingen
dc.typeArticleen
dc.contributor.departmentUniversity of Bedfordshireen_GB
dc.identifier.journalIEEE Transactions on Visualization and Computer Graphicsen_GB
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