Hardware-assisted visibility sorting for unstructured volume rendering

被引:60
作者
Callahan, SP
Ikits, M
Comba, JLD
Silva, CT
机构
[1] Univ Utah, Sch Comp, Sci Comp & Imaging Inst, Salt Lake City, UT 84112 USA
[2] Univ Fed Rio Grande do Sul, Inst Informat, BR-91501970 Porto Alegre, RS, Brazil
基金
美国国家科学基金会;
关键词
volume visualization; graphics processors; visibility sorting;
D O I
10.1109/TVCG.2005.46
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
Harvesting the power of modern graphics hardware to solve the complex problem of real-time rendering of large unstructured meshes is a major research goal in the volume visualization community. While, for regular grids, texture-based techniques are well-suited for current GPUs, the steps necessary for rendering unstructured meshes are not so easily mapped to current hardware. We propose a novel volume rendering technique that simplifies the CPU-based processing and shifts much of the sorting burden to the GPU, where it can be performed more efficiently. Our hardware-assisted visibility sorting algorithm is a hybrid technique that operates in both object-space and image-space. In object-space, the algorithm performs a partial sort of the 3D primitives in preparation for rasterization. The goal of the partial sort is to create a list of primitives that generate fragments in nearly sorted order. In image-space, the fragment stream is incrementally sorted using a fixed-depth sorting network. In our algorithm, the object-space work is performed by the CPU and the fragment-level sorting is done completely on the GPU. A prototype implementation of the algorithm demonstrates that the fragment-level sorting achieves rendering rates of between one and six million tetrahedral cells per second on an ATI Radeon 9800.
引用
收藏
页码:285 / 295
页数:11
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