Browse > Article
http://dx.doi.org/10.7583/JKGS.2012.12.2.053

Acceleration of GPU-based Volume Rendering Using Vertex Splitting  

Yoo, Seong-Yeol (Dept. of Computer Science & Information Engineering, Inha University)
Lee, Eun-Seok (Dept. of Computer Science & Information Engineering, Inha University)
Shin, Byeong-Seok (Dept. of Computer Science & Information Engineering, Inha University)
Abstract
Visualizing a volume dataset with ray-casting which of visualization methods provides high quality image. However it spends too much time for rendering because the size of volume data are huge. Recently, various researches have been proposed to accelerate GPU-based volume rendering to solve these problems. In this paper, we propose an efficient GPU-based empty space skipping to accelerate volume ray-casting using octree traversal. This method creates min-max octree and searches empty space using vertex splitting. It minimizes the bounding polyhedron by eliminating empty space found in the octree traveral step. The rendering results of our method are identical to those of previous GPU-based volume ray-casting, with the advantage of faster run-time because of using minimized bounding polyhedron.
Keywords
volume rendering; ray-casting; octree traversal; empty space skipping; vertex splitting;
Citations & Related Records
연도 인용수 순위
  • Reference
1 J.Krüger, R.Westermann, "Acceleration Techniques for GPU-based Volume Rendering", Proceedings of the 14th IEEE Visualization 03, 2003.
2 Jane Wilhelms, Allen Van Gelder, "Octrees for faster isosurface generation", ACM Transactions on Graphics, Volume 11, Issue3, 1992.
3 Wei Hong, Feng Qiu, Arie Kaufman, "GPU-based object-order ray-casting for large datasets", Volume Graphics, pp.177-185, 2005.
4 Vincent Vidal, Xing Mei, Philippe Decaudin, "Simple Empty-Space Removal for Interactive Volume Rendering", Journal of Graphics, GPU and Game Tools, Volume 13, Issue 2, pp.21-37, 2008.   DOI
5 Milos Sramek, Arie Kaufman, "Fast Ray-tracing of Rectilinear Volume Data Using Distance Transforms", IEEE Transactions on Visualization and Computer Graphics, Volume 6, Issue 3, pp.236-252, 2000.   DOI
6 Jorg Mensmann, Timo Ropinski, Klaus Hinrichs, "Accelerating Volume Raycasting using Occlusion Frustums", In IEEE/Eurographics International Symposium on Volume and Point-Based Graphics, pp.147-154, 2008.
7 Baoquan Liu, Gordon Clapworthy, Feng Dong, "Aceelerating volume raycasting using proxy spheres". Computer Graphics Forum, Volume 28, Issue 3, pp.839-846, 2009.   DOI   ScienceOn
8 Kurt Akeley, "Reality Engine Graphics", Proceeding of SIGGRAPH 93, 1993.
9 Timothy J. Cullip, Ulrich Neumann, "Accelerating Volume Reconstruction with 3D Texture Hardware", University of North Carolina at Chapel Hill. NC, TR93-027, 1994.
10 Klaus Engel, Markus Hadwiger, Joe M. Kniss, Christof Rezk Salama, "Real-time volume graphics", Eurographics 2006, 2006.
11 Eun-Seok Lee, Byeong-Seok Shin, "Geometry Splitting: An Acce-leration Technique of Quadtree-Based Terrain Rendering Using GPU", IEICE Transactions on Information and Systems, Vol. E94-D, No.1, pp137-145, 2011.   DOI