Hierarchical Z-buffer visibility
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Accelerated volume rendering and tomographic reconstruction using texture mapping hardware
VVS '94 Proceedings of the 1994 symposium on Volume visualization
Visibility culling using hierarchical occlusion maps
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
TriangleCaster: extensions to 3D-texturing units for accelerated volume rendering
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Interactive Ray Tracing for Volume Visualization
IEEE Transactions on Visualization and Computer Graphics
Efficient visualization of large medical image datasets on standard PC hardware
VISSYM '03 Proceedings of the symposium on Data visualisation 2003
Interactive Maximum Projection Volume Rendering
VIS '95 Proceedings of the 6th conference on Visualization '95
Accelerating Volume Reconstruction With 3D Texture Hardware
Accelerating Volume Reconstruction With 3D Texture Hardware
VV '04 Proceedings of the 2004 IEEE Symposium on Volume Visualization and Graphics
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Interactive View-Dependent Rendering with Conservative Occlusion Culling in Complex Environments
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Acceleration Techniques for GPU-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Low-complexity maximum intensity projection
ACM Transactions on Graphics (TOG)
A memory model for scientific algorithms on graphics processors
Proceedings of the 2006 ACM/IEEE conference on Supercomputing
IEEE Transactions on Information Technology in Biomedicine
Near optimal hierarchical culling: performance driven use of hardware occlusion queries
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
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We present an acceleration method for maximum intensity projection (MIP) based on graphics processing units (GPUs). To enhance the cache efficiency of the GPU, we divide volume data into equal blocks without memory reordering overhead, and seam on the block boundary. Then, we perform visibility culling on each block to reduce data size during runtime. For efficient visibility culling, we propose a new method using occlusion query, which is a function supported by GPUs. Because this has some drawbacks such as requiring depth buffer, long latency and asynchronous functionality, we present suitable adaptations and experiments for optimal performance. The algorithm achieves good performance improvement without image degradation.