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dc.contributor.authorHong, Weien_US
dc.contributor.authorQiu, Fengen_US
dc.contributor.authorKaufman, Arieen_US
dc.contributor.editorKlaus Mueller and Thomas Ertl and Eduard Groelleren_US
dc.date.accessioned2014-01-29T17:43:13Z
dc.date.available2014-01-29T17:43:13Z
dc.date.issued2005en_US
dc.identifier.isbn3-905673-26-6en_US
dc.identifier.issn1727-8376en_US
dc.identifier.urihttp://dx.doi.org/10.2312/VG/VG05/177-185en_US
dc.description.abstractWe propose a GPU-based object-order ray-casting algorithm for the rendering of large volumetric datasets, such as the Visible Human CT datasets. A volumetric dataset is decomposed into small sub-volumes, which are then organized using a min-max octree structure. The small sub-volumes are stored in the leaf nodes of the min-max octree, which are also called cells. The cells are classified using a transfer function, and the visible cells are then loaded into the video memory or the AGP memory. The cells are sorted and projected onto the image plane front to back. The cell projection is implemented using a volumetric ray-casting algorithm on the GPU. In order to make the cell projection more efficient, we devise a propagation method to sort cells into layers. The cells within the same layer are projected at the same time. We demonstrate the efficiency of our algorithm using the Visible Human datasets and a segmented photographic brain dataset on commodity PCs.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Picture/Image Generation I.3.7 Computer Graphics Three-Dimensional Graphics and Realismen_US
dc.titleGPU-based Object-Order Ray-Casting for Large Datasetsen_US
dc.description.seriesinformationVolume Graphics 2005en_US


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