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http://dx.doi.org/10.15701/kcgs.2017.23.3.47

Efficient Computation of Isosurface Curvatures on GPUs Based on the de Boor Algorithm  

Kim, Minho (Department of Computer Science and Engineering, University of Seoul)
Abstract
In this paper, we propose an improved curvature-based GPU (Graphics Processing Unit) isosurface ray-casting technique. Our method adopts the fast evaluation method proposed by Sigg et al. [1] to find the isosurface, but replaces the computation of the gradient and Hessian with the de Boor algorithm. In this way, we can reduce the number of additional texture fetches from 84 to 27 thus improving the performance by up to ${\approx}30%$, depending on the platforms.
Keywords
volume rendering; GPU raycasting; curvature-based rendering; de Boor algorithm;
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