Segmented ray casting for data parallel volume rendering
PRS '93 Proceedings of the 1993 symposium on Parallel rendering
A Sorting Classification of Parallel Rendering
IEEE Computer Graphics and Applications
Lightning-2: a high-performance display subsystem for PC clusters
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
High-quality pre-integrated volume rendering using hardware-accelerated pixel shading
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Scalable interactive volume rendering using off-the-shelf components
PVG '01 Proceedings of the IEEE 2001 symposium on parallel and large-data visualization and graphics
Parallel Volume Rendering Using Binary-Swap Compositing
IEEE Computer Graphics and Applications
Accelerating Volume Reconstruction With 3D Texture Hardware
Accelerating Volume Reconstruction With 3D Texture Hardware
A Load-Balancing Strategy for Sort-First Distributed Rendering
SIBGRAPI '04 Proceedings of the Computer Graphics and Image Processing, XVII Brazilian Symposium
VV '04 Proceedings of the 2004 IEEE Symposium on Volume Visualization and Graphics
SLIC: Scheduled Linear Image Compositing for Parallel Volume Rendering
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
Sort-First, Distributed Memory Parallel Visualization and Rendering
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
Distributed Shared Memory for Roaming Large Volumes
IEEE Transactions on Visualization and Computer Graphics
Interactive volume rendering of large sparse data sets using adaptive mesh refinement hierarchies
IEEE Transactions on Visualization and Computer Graphics
Dynamic load balancing for parallel volume rendering
EG PGV'06 Proceedings of the 6th Eurographics conference on Parallel Graphics and Visualization
Optimized volume raycasting for graphics-hardware-based cluster systems
EG PGV'06 Proceedings of the 6th Eurographics conference on Parallel Graphics and Visualization
Reducing Artifacts between Adjacent Bricks in Multi-resolution Volume Rendering
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
Cross-segment load balancing in parallel rendering
EG PGV'11 Proceedings of the 11th Eurographics conference on Parallel Graphics and Visualization
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We describe a sort-first algorithm for parallel direct volume rendering on GPUs, with the intent of high scalability in regards to both performance and data set size. We explore three novel techniques for estimating the computation time for rendering each pixel, so that we can guarantee a good load balancing regardless of the level of frame-to frame coherence. A bricking technique is used to subdivide the object space, thus allowing each rendering node to load only the bricks of data that are needed to render their respective portions of the image space. This enables us to render data sets larger than an individual GPU's texture memory. We cull bricks that do not contribute to the final image in order to reduce the data that is loaded and provide a coarse method of empty space leaping. We introduce a novel method of eliminating the overhead of generating vertices for the proxy geometry of each brick, by creating a single template of vertices that are used to render all bricks of the same size. Finally, detailed performance measurements document the various aspects of our algorithm.