Display of Surfaces from Volume Data
IEEE Computer Graphics and Applications
Hierarchical splatting: a progressive refinement algorithm for volume rendering
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Fast algorithms for volume ray tracing
VVS '92 Proceedings of the 1992 workshop on Volume visualization
Proximity clouds—an acceleration technique for 3D grid traversal
The Visual Computer: International Journal of Computer Graphics
Fast Ray-Tracing of Rectilinear Volume Data Using Distance Transforms
IEEE Transactions on Visualization and Computer Graphics
IEEE Computer Graphics and Applications
Cg: a system for programming graphics hardware in a C-like language
ACM SIGGRAPH 2003 Papers
Applying space subdivision techniques to volume rendering
VIS '90 Proceedings of the 1st conference on Visualization '90
Acceleration Techniques for GPU-based 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)
Acceleration of Regular Grid Traversals Using Extended Chessboard Distance Transformation on GPU
CAD-CG '05 Proceedings of the Ninth International Conference on Computer Aided Design and Computer Graphics
Journal of Parallel and Distributed Computing
Acceleration of opacity correction mechanisms for over-sampled volume ray casting
EG PGV'08 Proceedings of the 8th Eurographics conference on Parallel Graphics and Visualization
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Ray traversal is the most time consuming part in volume ray casting. In this paper, an acceleration technique for direct volume rendering is introduced, which uses a GPU friendly data structure to reduce traversal time. Empty regions and homogeneous regions in the volume is encoded using extended anisotropic chessboard distance (EACD) transformation. By means of EACD encoding, both the empty spaces and samples belonging to the homogeneous regions are processed efficiently on GPU with minimum branching. In addition to skipping empty spaces, this method reduces the sampling operation inside a homegeneous region using ray integral factorization. The proposed algorithm integrates the optical properties in the homogeneous regions in one step and leaps directly to the next region. We show that our method can work more than 6 times faster than primitive ray caster without any visible loss in image quality.