Fast volume rendering using a shear-warp factorization of the viewing transformation
SIGGRAPH '94 Proceedings of the 21st annual conference on Computer graphics and interactive techniques
VIZARD—visualization accelerator for realtime display
HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Vizard II, a PCI-card for real-time volume rendering
HWWS '98 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
3D scan conversion of CSG models into distance volumes
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
Using distance maps for accurate surface representation in sampled volumes
VVS '98 Proceedings of the 1998 IEEE symposium on Volume visualization
The VolumePro real-time ray-casting system
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
A low-cost memory architecture for PCI-based interactive ray casting
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
The RACE II engine for real-time volume rendering
HWWS '00 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Reconstruction and Simplification of Surfaces from Contours
PG '99 Proceedings of the 7th Pacific Conference on Computer Graphics and Applications
Accelerating volume animation by space-leaping
VIS '93 Proceedings of the 4th conference on Visualization '93
Fast surface rendering from raster data by voxel traversal using chessboard distance
VIS '94 Proceedings of the conference on Visualization '94
A PCI-based Volume Rendering Accelerator
EGGH'95 Proceedings of the Tenth Eurographics conference on Graphics Hardware
VoxelCache: a cache-based memory architecture for volume graphics
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Light Weight Space Leaping using Ray Coherence
VIS '04 Proceedings of the conference on Visualization '04
Hi-index | 0.00 |
One of the most severe problems for ray casting architectures is the waste of computation cycles and I/O bandwidth, due to redundant sampling of empty space. While several techniques exist for software implementations to skip these empty regions, few are suitable for hardware implementation. The few which have been presented either require a tremendous amount of logic or are not feasible for high frequency designs (i.e. running at 100 MHz) where latency is the one of the biggest issues. In this paper, we present an efficient space leaping mechanism which requires only a small amount of SRAM (4 Kbit for a 2563 volume) and can be easily integrated into ray casting architectures. For each sub-cube of the volume, a bit is stored in an occupancy map, which can be generated in real-time, using the VIZARD II architecture. Hence, space leaping can be classification dependent achieving yet another significant speed-up over skipping only the empty space (voxel = 0). Using a set of real-world datasets, we show that frame-rates well above 15 frames per second can be accomplished for the VIZARD II architecture.