A Half-Skewed Octree for Volume Ray Casting
IEICE - Transactions on Information and Systems
Accelerating volume rendering by ray leaping with back steps
Computer Methods and Programs in Biomedicine
Acceleration of terrain rendering using cube mesh
ICVR'07 Proceedings of the 2nd international conference on Virtual reality
PARM: data structure for efficient volume ray casting
ISCIS'06 Proceedings of the 21st international conference on Computer and Information Sciences
Hierarchical σ-octree for visualization of ultrasound datasets
FSKD'06 Proceedings of the Third international conference on Fuzzy Systems and Knowledge Discovery
Surface reconstruction for efficient colon unfolding
GMP'06 Proceedings of the 4th international conference on Geometric Modeling and Processing
An image division approach for volume ray casting in multi-threading environment
Multimedia Tools and Applications
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There are several optimization techniques available for improving rendering speed of direct volume rendering. An acceleration method using the hierarchical min-max map requires little preprocessing and data storage while preserving image quality. However, this method introduces computational overhead because of unnecessary comparison and level shift between blocks. In this paper, we propose an efficient space-leaping method using optimal-sized blocks. To determine the size of blocks, our method partitions an image plane into several uniform grids and computes the minimum and the maximum depth values for each grid. We acquire optimal block sets suitable for individual rays from these values. Experimental results show that our method reduces rendering time when compared with the previous min-max octree method.