• Title/Summary/Keyword: BCC볼륨데이터

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Real-time BCC Volume Isosurface Ray Casting on the GPU (GPU를 이용한 실시간 BCC 볼륨 등가면 레이 캐스팅)

  • Kim, Minho;Lee, Young-Joon
    • Journal of the Korea Computer Graphics Society
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    • v.18 no.4
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    • pp.25-34
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    • 2012
  • 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.

Real-Time GPU Technique for Extracting Mesh Isosurfaces from BCC Volume Datasets (BCC 볼륨 데이터로부터 실시간으로 메시 형태의 등가면을 추출하는 GPU 기법)

  • Kim, Hyunjun;Kim, Minho
    • Journal of the Korea Computer Graphics Society
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    • v.26 no.4
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    • pp.17-26
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    • 2020
  • We present a real-time GPU(Graphic Processing Unit) marching tetrahedra technique that extracts isosurfaces in the indexed mesh format from BCC(Body Centered Cubic) volume datasets. Compared to classical marching tetrahedra, our method shows better performance with little memory overhead. Our technique is composed of five stages. In the first stage, which needs to be done only once, we build min/max blocks that is to be used for empty space skipping to boost the performance. Next, we extract active blocks that contain the current isovalue. In the next two stages, we extract the edges and cells that contain the isosurface and then the final triangular mesh is generated in the last stage. When applied 5123 or higher resolution volume dataset, our technique shows up to 5 times speed improvement compared to the classical marching tetrahedra algorithm.

Efficient GPU Isosurface Ray-casting of BCC Datasets (효율적인 BCC 볼륨 데이터의 GPU 등가면 광선투사법)

  • Kim, Minho;Kim, Hyunjun;Sarfaraz, Aaliya
    • Journal of the Korea Computer Graphics Society
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    • v.19 no.2
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    • pp.19-27
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    • 2013
  • This paper presents a real-time GPU (Graphics Processing Unit) isosurface ray-caster that improves the performance by 4-7 folds from our previous method, while keeping the superior visual quality. Such an improvement is achieved by incorporating an efficient empty-space skipping scheme and an analytic normal computation. The empty-space skipping scheme is done by building an min/max octree computed from the BB(Bernslein-B$\acute{e}$zier)-form of spline pieces and the analytic normal Formula provides not only a nice visual quality but also an improved evaluation performance.