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Proceedings ArticleDOI

Interactive volume on standard PC graphics hardware using multi-textures and multi-stage rasterization

TLDR
This paper proposes new rendering techniques that significantly improve both performance and image quality of the 2D-texture based approach and demonstrates how multi-stage rasterization hardware can be used to efficiently render shaded isosurfaces and to compute diffuse illumination for semi-transparent volume rendering at interactive frame rates.
Abstract
Interactive direct volume rendering has yet been restricted to high-end graphics workstations and special-purpose hardware, due to the large amount of trilinear interpolations, that are necessary to obtain high image quality. Implementations that use the 2D-texture capabilities of standard PC hardware, usually render object-aligned slices in order to substitute trilinear by bilinear interpolation. However the resulting images often contain visual artifacts caused by the lack of spatial interpolation. In this paper we propose new rendering techniques that significantly improve both performance and image quality of the 2D-texture based approach. We will show how in ulti-texturing capabilitiesof modern consumer PC graphboards are exploited to enable in teractive high quality volume visualization on low-cost hardware. Furthermore we demonstrate how multi-stage rasterization hardware can be used to efficiently render shaded isosurfaces and to compute diffuse illumination for semi-transparent volume rendering at interactive frame rates.

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Citations
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Proceedings ArticleDOI

Acceleration techniques for GPU-based volume rendering

TL;DR: This paper describes volume ray-casting on programmable graphics hardware as an alternative to object-order approaches, and exploits the early z-test to terminate fragment processing once sufficient opacity has been accumulated, and to skip empty space along the rays of sight.
Journal ArticleDOI

A review of 3D/2D registration methods for image-guided interventions

TL;DR: The 3D/2D registration methods are reviewed with respect to image modality, image dimensionality, registration basis, geometric transformation, user interaction, optimization procedure, subject, and object of registration.
Journal ArticleDOI

Multidimensional transfer functions for interactive volume rendering

TL;DR: An important class of 3D transfer functions for scalar data is demonstrated, and the application of multi-dimensional transfer functions to multivariate data is described, and a set of direct manipulation widgets that make specifying such transfer functions intuitive and convenient are presented.
Proceedings ArticleDOI

High-quality pre-integrated volume rendering using hardware-accelerated pixel shading

TL;DR: A novel texture-based volume rendering approach that achieves the image quality of the best post-shading approaches with far less slices, suitable for new flexible consumer graphics hardware and suited for interactive high-quality volume graphics.
Book

Real-Time Volume Graphics

TL;DR: This course will learn techniques for harnessing the power of consumer graphics hardware and high-level shading languages for real-time rendering of volumetric data and effects, covering local and global illumination, scattering, pre-integration, implicit surfaces and non-polygonal isosurfaces, transfer function design and deformation.
References
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Proceedings ArticleDOI

Marching cubes: A high resolution 3D surface construction algorithm

TL;DR: In this paper, a divide-and-conquer approach is used to generate inter-slice connectivity, and then a case table is created to define triangle topology using linear interpolation.
Proceedings ArticleDOI

Fast volume rendering using a shear-warp factorization of the viewing transformation

TL;DR: A new object-order rendering algorithm based on the factorization of a shear-warp factorization for perspective viewing transformations is described that is significantly faster than published algorithms with minimal loss of image quality.
Proceedings ArticleDOI

Accelerated volume rendering and tomographic reconstruction using texture mapping hardware

TL;DR: In this paper, a volume rendering integral is decomposed and approximated using Riemann sums over a series of resampled images, which can be viewed as a form of texture mapping and frame buffer accumulation.
Proceedings ArticleDOI

Efficiently using graphics hardware in volume rendering applications

TL;DR: This paper introduces the concept of clipping geometries by means of stencilbuffer operations, and shows way to use 3D textures for the rendering of lighted andshadediso-surfaces in real-timewithout extracting any polygonalrepresentation.
Proceedings ArticleDOI

Enabling classification and shading for 3D texture mapping based volume rendering using OpenGL and extensions

TL;DR: In this paper, the authors present a new technique which enables direct volume rendering based on 3D texture mapping hardware, enabling shading as well as classification of the interpolated data, which is very efficient: the three dimensional texture needs to be stored only once and no load is put onto the CPU.