The RACE II engine for real-time volume rendering

H. Ray, D. Silver
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引用次数: 13

Abstract

In this paper, we present the RACE II Engine, which uses a hybrid volume rendering methodology that combines algorithmic and hardware acceleration to maximize ray casting performance relative the total amount of volume memory throughput contained in the system. The challenge for future volume rendering accelerators will be the ability to process higher resolution datasets at over 10Hz without utilizing large-scale, and therefore, expensive designs. The limiting performance factor for large datasets will be the throughput between the volume memory subsystem and computational units. Unfortunately, the throughput between memory devices and computational units does not scale with Moore's law. As a result, memory efficient solutions are needed that maximize the input-output relationship between volume memory throughput and frame rate. The RACE II design utilizes this approach and achieves an input-output relationship of up to 4 × larger than many solutions proposed in literature. As a result, this architecture is well suited for meeting the challenges of next generation datasets.
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RACE II引擎用于实时体绘制
在本文中,我们介绍了RACE II引擎,它使用混合体渲染方法,将算法和硬件加速相结合,以最大限度地提高相对于系统中包含的整体内存吞吐量的光线投射性能。未来体渲染加速器面临的挑战将是在不使用大规模、因此昂贵的设计的情况下,以10Hz以上的频率处理更高分辨率的数据集的能力。大型数据集的限制性能因素将是卷存储器子系统和计算单元之间的吞吐量。不幸的是,内存设备和计算单元之间的吞吐量不符合摩尔定律。因此,需要内存高效的解决方案,以最大限度地提高卷内存吞吐量和帧速率之间的输入输出关系。RACE II设计利用了这种方法,并实现了比文献中提出的许多解决方案大4倍的输入输出关系。因此,这种架构非常适合迎接下一代数据集的挑战。
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