OpenGLSL-based Raycasting - Comparison of Execution Durations of Multi-pass vs. Single-pass Technique

S. Maas, H. M. Overhoff
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Abstract

Real time volume rendering of medical datasets using raycasting on graphics processing units (GPUs) is a common technique. Since more than 10 years there are two established approaches for realizing GPU ray casting: multi-pass (Kruger and Westermann, 2003) and single-pass (Röttger, et al., 2003). But the required parameters to choose the optimal raycasting technique for a given application are still unknown. To solve this issue both raycasting techniques were implemented for different raycasting types using OpenGLSL vertex and fragment shaders. The different techniques and types were compared regarding execution times. The results of this comparison show that there is no technique faster in general. The higher the computational load the more indicates the use of the multi-pass technique.
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基于openglsl的光线投射-多通道与单通道技术的执行时间比较
在图形处理单元(gpu)上使用光线投射对医疗数据集进行实时体绘制是一种常用技术。10多年来,有两种成熟的方法来实现GPU光线投射:多通道(Kruger和Westermann, 2003)和单通道(Röttger等,2003)。但是,为给定应用选择最佳光线投射技术所需的参数仍然未知。为了解决这个问题,我们使用OpenGLSL顶点和片段着色器实现了不同类型的光线投射技术。在执行时间方面比较了不同的技术和类型。这种比较的结果表明,没有任何一种技术在一般情况下更快。计算负载越高,越表明使用多通道技术。
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