J WSCG
Optimizing GPU Volume Rendering
Volume Rendering methods employing the GPU capabilities offer high performance on off-the-shelf hardware. In this article, we discuss the various bottlenecks found in the graphics hardware when performing GPU-based Volume Rendering. The specific properties of each bottleneck and the trade-offs between them are described. Further we present a novel strategy to balance the load on the identified bottlenecks, without compromising the image quality. Our strategy introduces a two-staged space-skipping, whereby the first stage applies bricking on a semi-regular grid, and the second stage uses octrees to reach a finer granularity. Additionally we apply early ray termination to the bricks. We demonstrate how the two stages address the individual bottlenecks, and how they can be tuned for a specific hardware pipeline. The described method takes into account that the rendered volume may exceed the available texture memory. Our approach further allows fast run-time changes of the transfer function.
More Information
Citation
BibTex
@article{bib:ruijters:2006, author = { Ruijters, D. and Vilanova, Anna }, title = { Optimizing GPU Volume Rendering }, journal = { J WSCG }, volume = { 14 }, year = { 2006 }, pages = { 9--16 }, dblp = { journals/jwscg/RuijtersV06 }, url = { https://publications.graphics.tudelft.nl/papers/489 }, }