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Acceleration of direct volume rendering with programmable graphics hardware

机译:利用可编程图形硬件加速直接体绘制

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We propose a method to accelerate direct volume rendering using programmable graphics hardware (GPU). In the method, texture slices are grouped together to form a texture slab. Rendering non-empty slabs from front to back viewing order generates the resultant image. Considering each pixel of the image as a ray, slab silhouette maps (SSMs) are used to skip empty spaces along the ray direction per pixel basis. Additionally, SSMs contain terminated ray information. The method relies on hardware z-occlusion culling and hardware occlusion queries to accelerate ray traversals. The advantage of this method is that SSMs are created on the fly by the GPU without any preprocessing. The cost of generating the acceleration structure is very small with respect to the total rendering time.
机译:我们提出了一种使用可编程图形硬件(GPU)加速直接体绘制的方法。在该方法中,纹理切片被分组在一起以形成纹理平板。从前到后查看顺序渲染非空平板会生成最终图像。将图像的每个像素视为射线,平板轮廓图(SSM)用于跳过每个像素沿射线方向的空白区域。此外,SSM包含终止的射线信息。该方法依靠硬件z遮挡剔除和硬件遮挡查询来加速射线遍历。这种方法的优点是SSM由GPU即时创建,无需任何预处理。相对于总渲染时间,生成加速结构的成本非常小。

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