Hardware-based ray casting for tetrahedral meshes

Hardware-based ray casting for tetrahedral meshes
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DOI:
10.1109/visual.2003.1250390
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发表时间:
2003-10
期刊:
IEEE Visualization, 2003. VIS 2003.
影响因子:
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通讯作者:
Manfred Weiler;M. Kraus;Markus Merz;T. Ertl
Manfred Weiler;M. Kraus;Markus Merz;T. Ertl
中科院分区:
其他
文献类型:
--
作者:
Manfred Weiler;M. Kraus;Markus Merz;T. Ertl

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我们提出了第一个执行的体积光线投射算法的四面体网格上运行的现成的可编程图形硬件。我们的实现避免了内存传输瓶颈的图形总线,因为完整的网格数据存储在本地存储器的图形适配器和所有的计算,特别是光线遍历和光线集成,由图形处理单元执行。类似于其他光线投射算法,我们的算法不需要昂贵的细胞分选。只要图形适配器提供足够的纹理内存,我们的实现可以与最快的非结构化网格体绘制算法相媲美。我们的方法适用于循环和/或非凸网格,并支持早期射线终止。通过应用预积分体绘制来保证精确的射线积分。为了实现几乎交互式修改的传递函数,我们提出了一种新的方法来计算三维预积分表。
We present the first implementation of a volume ray casting algorithm for tetrahedral meshes running on off-the-shelf programmable graphics hardware. Our implementation avoids the memory transfer bottleneck of the graphics bus since the complete mesh data is stored in the local memory of the graphics adapter and all computations, in particular ray traversal and ray integration, are performed by the graphics processing unit. Analogously to other ray casting algorithms, our algorithm does not require an expensive cell sorting. Provided that the graphics adapter offers enough texture memory, our implementation performs comparable to the fastest published volume rendering algorithms for unstructured meshes. Our approach works with cyclic and/or non-convex meshes and supports early ray termination. Accurate ray integration is guaranteed by applying pre-integrated volume rendering. In order to achieve almost interactive modifications of transfer functions, we propose a new method for computing three-dimensional pre-integration tables.