TriangleCaster: extensions to 3D-texturing units for accelerated volume rendering

G. Knittel
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引用次数: 7

Abstract

We discuss hardware extensions to 3D-texturing units, which are very small but nevertheless remove some substantial performance limits typically found when using a 3D-texturing unit for volume rendering. The underlying algorithm uses only a slight mod$cation of existing method, which limits negative impacts on application software. In particular, the method speeds up the compositing operation, improves texture cache eflciency and allows for early ray termination and empty space skipping. Early ray termination can not be used in the traditional approach. Simulations show that, depending on data set properties, the performance of readily available, low-cost PC graphics accelerators is already suflcient for real-time volume visualization. Thus, in terms ofperformance, the TRIANGLECASTER-extensions can make dedicated volume rendering accelerators unnecessary. CCS
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TriangleCaster:扩展到3d纹理单位加速体渲染
我们讨论了3d纹理单元的硬件扩展,这是非常小的,但仍然消除了一些实质性的性能限制,通常在使用3d纹理单元进行体渲染时发现。底层算法仅对现有方法进行了轻微的修改,限制了对应用软件的负面影响。特别是,该方法加快了合成操作,提高了纹理缓存效率,并允许早期射线终止和空白空间跳过。传统的治疗方法不能采用早期的射线终止。仿真表明,根据数据集属性,现成的低成本PC图形加速器的性能已经足以实现实时体积可视化。因此,在性能方面,trianglecaster扩展可以使专用的体积渲染加速器变得不必要。CCS
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