Hardware-based ray casting for tetrahedral meshes

被引:58
作者
Weiler, M [1 ]
Kraus, M [1 ]
Merz, M [1 ]
Ertl, T [1 ]
机构
[1] Univ Stuttgart, VIS, D-70569 Stuttgart, Germany
来源
IEEE VISUALIZATION 2003, PROCEEDINGS | 2003年
关键词
ray casting; pixel shading; programmable graphics hardware; cell projection; tetrahedral meshes; unstructured meshes; volume visualization; pre-integrated volume rendering;
D O I
10.1109/VISUAL.2003.1250390
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
We present the first implementation of a volume ray casting algorithm for tetrahedral meshes running on off-the-shelf programmable graphics hardware. Our implementation avoids the memory transfer bottleneck of the graphics bus since the complete mesh data is stored in the local memory of the graphics adapter and all computations, in particular ray traversal and ray integration, are performed by the graphics processing unit. Analogously to other ray casting algorithms, our algorithm does not require an expensive cell sorting. Provided that the graphics adapter offers enough texture memory, our implementation performs comparable to the fastest published volume rendering algorithms for unstructured meshes. Our approach works with cyclic and/or non-convex meshes and supports early ray termination. Accurate ray integration is guaranteed by applying pre-integrated volume rendering. In order to achieve almost interactive modifications of transfer functions, we propose a new method for computing three-dimensional preintegration tables.
引用
收藏
页码:333 / 340
页数:8
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