Efficient ray tracing of volume data
ACM Transactions on Graphics (TOG)
Accelerated volume rendering and tomographic reconstruction using texture mapping hardware
VVS '94 Proceedings of the 1994 symposium on Volume visualization
Fast rendering of complex environments using a spatial hierarchy
GI '96 Proceedings of the conference on Graphics interface '96
Wavelets for computer graphics: theory and applications
Wavelets for computer graphics: theory and applications
Multiresolution techniques for interactive texture-based volume visualization
VIS '99 Proceedings of the conference on Visualization '99: celebrating ten years
High-quality pre-integrated volume rendering using hardware-accelerated pixel shading
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Volume rendering multivariate data to visualize meteorological simulations: a case study
VISSYM '02 Proceedings of the symposium on Data Visualisation 2002
Multiresolution Representation and Visualization of Volume Data
IEEE Transactions on Visualization and Computer Graphics
Evaluation of Image Quality in Medical Volume Visualization: The State of the Art
MICCAI '02 Proceedings of the 5th International Conference on Medical Image Computing and Computer-Assisted Intervention-Part II
Enabling Classification and Shading for 3D Texture Mapping Based Volume Rendering
VISUALIZATION '99 Proceedings of the 10th IEEE Visualization 1999 Conference (VIS '99)
Accelerating Volume Reconstruction With 3D Texture Hardware
Accelerating Volume Reconstruction With 3D Texture Hardware
Constrained Inverse Volume Rendering for Planetary Nebulae
VIS '04 Proceedings of the conference on Visualization '04
Acceleration Techniques for GPU-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Compression Domain Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Empty Space Skipping and Occlusion Clipping for Texture-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
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In this paper, we present efficient, high-quality volume rendering techniques for large volume datasets using graphics processing units (GPUs). We employ the 3D texture mapping capability commonly available in modern GPUs as a core rendering engine and take advantage of combinations of HW-supported occlusion queries, stencil tests and programmable shaders to accelerate the whole rendering process. As a preprocessing step, we subdivide the entire volume dataset into a union of subvolumes of a uniform size. For each subvolume, we also create a filtered visible subvolumes (FVS). The FVS is defined as a set of subvolumes that contain the visible voxels. Before executing an interactive rendering loop, using FVS, we find the boundary subvolumes that are closest to the bounding planes enclosing the entire volume data, and pre-fetch them from main memory to texture memory as they are likely to be rendered regardless of the change of a viewpoint. Then, by rendering the boundary subvolumes onto stencil buffer, we create an initial occlusion map. At runtime, as we render each subvolume, the occlusion map is updated accordingly. Moreover, using the occlusion map, we issue a series of HW-supported occlusion queries to cull away occluded subvolumes and also perform an early ray termination based on the stencil test. We have implemented the volume rendering algorithm and, for a large volume data of 512×512×1024 dimensions, we achieve real-time performance (i.e., 2~3 FPS) on a Pentium IV 2.8 GHz PC equipped with ATI 9800Pro graphics card with 256MB video memory and 256MB AGP memory without any loss of image quality.