Two bit/pixel full color encoding
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Digital image processing (2nd ed.)
Digital image processing (2nd ed.)
Display of Surfaces from Volume Data
IEEE Computer Graphics and Applications
Computer graphics: principles and practice (2nd ed.)
Computer graphics: principles and practice (2nd ed.)
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Color image quantization for frame buffer display
SIGGRAPH '82 Proceedings of the 9th annual conference on Computer graphics and interactive techniques
Towards a comprehensive volume visualization system
VIS '92 Proceedings of the 3rd conference on Visualization '92
Design of a high performance volume visualization system
HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
VIZARD—visualization accelerator for realtime display
HWWS '97 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
A low-cost memory architecture for PCI-based interactive ray casting
HWWS '99 Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware
Ray Casting Architectures for Volume Visualization
IEEE Transactions on Visualization and Computer Graphics
VIZARD II: An FPGA-based Interactive Volume Rendering System
FPL '02 Proceedings of the Reconfigurable Computing Is Going Mainstream, 12th International Conference on Field-Programmable Logic and Applications
Efficient space leaping for ray casting architectures
VG'01 Proceedings of the 2001 Eurographics conference on Volume Graphics
Evaluation of a real-time direct volume rendering system
EGGH'96 Proceedings of the Eleventh Eurographics conference on Graphics Hardware
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We discuss the underlying algorithms, design principles and implementation issues of an extremely compact and cost-efficient volume rendering accelerator for PCI-based systems. It operates on classified and shaded data sets which have been coded and compressed using Redundant Block Compression (RBC), a technique originating from 2D-imaging and extended to 3D. This specific encoding scheme reduces drastically the required data traffic between the volume memory and the processing units. Thus, the volume data set can be placed into the main memory of the host, eliminating the need of a separate volume memory. Furthermore, the tri-linear interpolation needed for perspective raycasting is very much simplified for RBC-transformed data sets. All in all, these techniques allow a volume rendering accelerator to be implemented as a singlechip coprocessor, or as an FPGA-based prototype for monochrome data sets as presented in this work. Although using a lossy compression scheme, image quality is still high, and expected frame rates are between 2 and 5Hz for typical data sets of 2563 voxels.