
handle: 11025/1358
Volume Rendering methods employing the GPU capabilities offer high performance on off-the-shelf hardware. In this article, we discuss the various bottlenecks found in the graphics hardware when performing GPU-based Volume Rendering. The specific properties of each bottleneck and the trade-offs between them are described. Further we present a novel strategy to balance the load on the identified bottlenecks, without compromising the image quality. Our strategy introduces a two-staged space-skipping, whereby the first stage applies bricking on a semi-regular grid, and the second stage uses octrees to reach a finer granularity. Additionally we apply early ray termination to the bricks. We demonstrate how the two stages address the individual bottlenecks, and how they can be tuned for a specific hardware pipeline. The described method takes into account that the rendered volume may exceed
direct volume rendering, Technology, vizualizace objemu, Science & Technology, hierarchické vykreslování, hierarchical rendering, GPU, volume visualization, Hierarchical Rendering, Computer Science, Software Engineering, Direct Volume Rendering, přímé objemové vykreslování, Volume Visualization, texture slicing, Computer Science, grafické procesory, graphic processing units, Imaging Science & Photographic Technology, krájení textury, Texture Slicing
direct volume rendering, Technology, vizualizace objemu, Science & Technology, hierarchické vykreslování, hierarchical rendering, GPU, volume visualization, Hierarchical Rendering, Computer Science, Software Engineering, Direct Volume Rendering, přímé objemové vykreslování, Volume Visualization, texture slicing, Computer Science, grafické procesory, graphic processing units, Imaging Science & Photographic Technology, krájení textury, Texture Slicing
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