{"title":"Accelerating volume rendering with texture hulls","authors":"Wei Li, A. Kaufman","doi":"10.1109/SWG.2002.1226517","DOIUrl":null,"url":null,"abstract":"Texture-mapping hardware has been successfully exploited for volume rendering. In this paper, we propose algorithms for texture-based volume rendering accelerated by texture hulls that avoid the transferring and compositing of empty voxels. We have developed methods that efficiently find all the bounding rectangles of the nonempty regions as well as the bounding contours that more accurately describe the borders of the non-empty regions. The bounding shapes are treated as the hulls of the non-empty sub-textures. Texels outside the hulls are skipped for storing and rendering. With our accelerations, the rendering speed is 2 to 12 times faster for a variety of data sets.","PeriodicalId":179293,"journal":{"name":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","volume":"71 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2002-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"18","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SWG.2002.1226517","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 18
Abstract
Texture-mapping hardware has been successfully exploited for volume rendering. In this paper, we propose algorithms for texture-based volume rendering accelerated by texture hulls that avoid the transferring and compositing of empty voxels. We have developed methods that efficiently find all the bounding rectangles of the nonempty regions as well as the bounding contours that more accurately describe the borders of the non-empty regions. The bounding shapes are treated as the hulls of the non-empty sub-textures. Texels outside the hulls are skipped for storing and rendering. With our accelerations, the rendering speed is 2 to 12 times faster for a variety of data sets.