iSBVR: Isosurface-aided Hardware Acceleration Techniques for Slice-Based Volume Rendering
Abstract
In this paper, we examine the performance of the early z-culling feature on current high-end commodity graphics cards and present an isosurface-aided hardware acceleration algorithm for slice-based volume rendering (iSBVR) to maximize its utilization. We analyze the computational models for early z-culling of the texture based volume rendering. We demonstrate that the performance improves with two to four times speedup against an original straightforward SBVR on an ATI 9800 pro display board. As volumetric shaders become increasingly complex, the advantages of fast z-culling will become even more pronounced.
BibTeX
@inproceedings {10.2312:VG:VG05:207-215,
booktitle = {Volume Graphics 2005},
editor = {Klaus Mueller and Thomas Ertl and Eduard Groeller},
title = {{iSBVR: Isosurface-aided Hardware Acceleration Techniques for Slice-Based Volume Rendering}},
author = {Xue, Daqing and Zhang, Caixia and Crawfis, Roger},
year = {2005},
publisher = {The Eurographics Association},
ISSN = {1727-8376},
ISBN = {3-905673-26-6},
DOI = {10.2312/VG/VG05/207-215}
}
booktitle = {Volume Graphics 2005},
editor = {Klaus Mueller and Thomas Ertl and Eduard Groeller},
title = {{iSBVR: Isosurface-aided Hardware Acceleration Techniques for Slice-Based Volume Rendering}},
author = {Xue, Daqing and Zhang, Caixia and Crawfis, Roger},
year = {2005},
publisher = {The Eurographics Association},
ISSN = {1727-8376},
ISBN = {3-905673-26-6},
DOI = {10.2312/VG/VG05/207-215}
}