Texture Slab Projection and BSP tree for GPU Accelerated Volume Rendering
An improved method using graphics processing unit(GPU) is proposed for ray casting algorithm because of largevolume data and slow speed in volume rendering. The algorithmcombines texture slices to form texture slabs, and codes textureslabs with BSP tree, then, projects the slabs and renders non-emptyslabs from front to back. Because of texture slabprojection includes information of empty region, full region andearly ray terminated region of volume data, so acceleratedvolume rendering can be achieved through texture slabprojection along the ray direction. Texture slab projection iscreated on the fly by GPU without any pre-processing time, and the creation time of BSP tree is still small in relation to the wholevolume rendering. The experiment results show that this methodcan speed up average 3.41 times of volume rendering on GPUand achieve good rendering effects.
Guojun Ma Yousai Zhang
School of Electronics and Information Jiangsu University of Science and Technology Zhenjiang, jiangsu, 212003 China
国际会议
成都
英文
1-4
2010-06-18(万方平台首次上网日期,不代表论文的发表时间)