首页> 外文会议>International Conference on Computational Intelligence and Security(CIS 2006) pt.2; 20061103-06; Guangzhou(CN) >Acceleration technique for volume rendering using 2D texture based ray plane casting on GPU
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Acceleration technique for volume rendering using 2D texture based ray plane casting on GPU

机译:在GPU上使用基于2D纹理的射线平面投射进行体绘制的加速技术

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摘要

In this paper, we present a very fast new GPU-based algorithm for volume rendering using the ray plane casting technique. It consists of preprocessing and main processing. In preprocessing, we reduce the waste of memory and produce the texture data which can be efficiently traversed concurrently in main processing by converting the volume data into a 2D texture of square shape in the frame buffer. In main processing, the ray plane casting and resampling are implemented by fragment programming which makes the efficient use of GPUs high performance. Early termination and space leaping have been used as acceleration techniques during the calculation of color and opacity in the fragment program on GPU using stencil and depth tests on GPU. We shall show that our GPU-based algorithm is much faster than CPU-based by the efficient fragment programming techniques used for ray plane interpolation, resampling and acceleration techniques.
机译:在本文中,我们提出了一种使用射线平面投射技术进行体积渲染的非常新的基于GPU的快速算法。它由预处理和主要处理组成。在预处理中,我们减少了内存浪费,并通过在帧缓冲区中将体数据转换为正方形的2D纹理来生成可以在主处理中同时有效遍历的纹理数据。在主要处理中,射线平面投射和重采样是通过片段编程实现的,这使得GPU的高效使用成为可能。在GPU上使用GPU上的模板和深度测试在片段程序中计算颜色和不透明度时,早期终止和空间跳跃已用作加速技术。我们将通过用于射线平面插值,重采样和加速技术的高效片段编程技术,证明基于GPU的算法比基于CPU的算法快得多。

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