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dc.contributor.authorNeophytou, Neophytosen_US
dc.contributor.authorMueller, Klausen_US
dc.contributor.editorKlaus Mueller and Thomas Ertl and Eduard Groelleren_US
dc.date.accessioned2014-01-29T17:43:15Z
dc.date.available2014-01-29T17:43:15Z
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/VG05/197-205en_US
dc.description.abstractSplatting is a popular technique for volume rendering, where voxels are represented by Gaussian kernels, whose pre-integrated footprints are accumulated to form the image. Splatting has been mainly used to render pre-shaded volumes, which can result in significant blurring in zoomed views. This can be avoided in the image-aligned splatting scheme, where one accumulates kernel slices into equi-distant, parallel sheet buffers, followed by classification, shading, and compositing. In this work we attempt to evolve this algorithm to the next level: GPU based acceleration. First we describe the challenges that the highly parallel Gather architecture of modern GPUs poses to the Scatter based nature of a splatting algorithm. We then describe a number of strategies that exploit newly introduced features of the latest-generation hardware to address these limitations. Two crucial operations to boost the performance in image-aligned splatting are the early elimination of hidden splats and the skipping of empty buffer-space. We will describe mechanisms which take advantage of the early z-culling hardware facilities to accomplish both of these operations efficiently in hardware.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.1 [Computing Methodologies]: Computeren_US
dc.titleGPU Accelerated Image Aligned Splattingen_US
dc.description.seriesinformationVolume Graphics 2005en_US


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