Real-time BCC Volume Isosurface Ray Casting on the GPU

GPU를 이용한 실시간 BCC 볼륨 등가면 레이 캐스팅

  • Kim, Minho (School of Computer Science, University of Seoul) ;
  • Lee, Young-Joon (School of Computer Science, University of Seoul)
  • 김민호 (서울시립대학교 컴퓨터과학부) ;
  • 이영준 (서울시립대학교 컴퓨터과학부)
  • Received : 2012.11.20
  • Accepted : 2012.11.29
  • Published : 2012.12.01

Abstract

This paper presents a real-time GPU (graphics processing unit) ray casting scheme for rendering isosurfaces of BCC (body-centered cubic) volume datasets. A quartic spline field is built using the 7-direction box-spline filter accompanied with a quasi-interpolation prefilter. To obtain an interactive rendering speed on the graphics hardware, the shader code was optimized to avoid lookup table and conditional branches and to minimize data fetch overhead. Compared to previous implementations, our work outperforms the comparable one by more than 20% and the rendering quality is superior than others.

본 논문에서는 BCC (body-centered cubic) 볼륨 데이터의 등 가면을 GPU(graphics processing unit)에서 실시간으로 레이 캐스팅 렌더링하는 방법을 제시한다. 우선 준-보합 전치필터를 적용한 후 7-방향 박스-스플라인 필터를 기반으로 하여 4차 스플라인 함수로 볼륨데이터를 복구한다. 그래픽스 하드웨어에서 실시간 렌더링을 하기 위해, 참조테이블 및 조건 분기를 사용하지 않고 데이터 인출시의 비용을 줄이도록 쉐이더 코드를 최적화하였다. 본 방법을 기존의 BCC 레이 캐스팅과 비교해 본 결과, 비슷한 성능의 기존 방법에 비해 렌더링 속도는 20% 이상 빨라졌고 렌더링 이미지의 품질은 가장 좋았다.

Keywords

Acknowledgement

Supported by : National Research Foundation of Korea (NRF)

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