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GPUBased Frequency Domain Volume Rendering

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Cubic Interpolation & Windowed sinc. not natively supported by graphics hardware ... tri-linear interpolation high performace. tri-cubic interpolation high quality ... – PowerPoint PPT presentation

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Title: GPUBased Frequency Domain Volume Rendering


1
GPU-Based Frequency Domain Volume Rendering
  • Ivan Viola, Armin Kanitsar, and Meister Eduard
    Gröller
  • Institute of Computer Graphics and Algorithms
  • Vienna University of Technology

2
Motivation
  • volume rendering is time consuming
  • computational complexity is O(N3)
  • our goal fastest volume rendering
  • GPUs
  • very fast fragment processor
  • very fast memory access
  • Fourier Volume Rendering (FVR)
  • theoretically fastest volume rendering

3
Frequency Domain Volume Rendering
CPU
GPU
4
FVR Characteristics
  • Pros
  • computational complexity O(N2 log(N))
  • renders the whole volume not iso-surfaces
  • very fast rendering stage
  • slicing in frequency domain
  • inverse 2D Fourier transform
  • Cons
  • rendering results into X-ray images
  • time-consuming preprocessing

5
Rendering Stage 1 Slicing
  • stage with the highest speed-up
  • nearest neighbor interpolation
  • supported by GPU
  • tri-linear interpolation
  • tri-cubic interpolation
  • windowed sinc of width four

6
Tri-Linear Interpolation
  • not natively supported by graphics hardware
  • can be computed using the LRP instruction

1,1
frac(8X)
X,Y
0,0
7
Cubic Interpolation Windowed sinc
  • not natively supported by graphics hardware
  • no equivalent to LRP instruction
  • filter kernel stored in textures Hadwiger et al.
    VMV01
  • separability of 3D kernel
  • filters of width four ? stored in RGBA

1D texture
8
Rendering Stage 2 Inverse 2D FFT
  • 1D FFT consists of two parts
  • scrambling
  • butterfly operation

9
Fast Fourier Transform in 1D
1 -1 1 -1 1 -1 1 -1
W08 W28 W48 W68 W08 W28 W48 W68
W08 W18 W28 W38 W48 W58 W68 W78
  • a0
  • a1
  • a2
  • a3
  • a4
  • a5
  • a6
  • a7

a0 a4 a2 a6 a1 a5 a3 a7
A0 A1 A2 A3 A4 A5 A6 A7
WkN
scramble
butterfly
10
Fast Fourier Transform on the GPU
  • two buffers ping-pong rendering
  • two channels rendering buffers required
  • scramble pass
  • 1D lookup
  • butterfly passes
  • log2(N) passes
  • texture encodes
  • WkN
  • p and q coordinate
  • butterfly sign

11
Hartley Transform - Alternative to FFT
  • real input is transformed into real output
  • ? ½ memory requirements
  • scrambling the same as in FFT
  • double-butterfly operation
  • three source values, cos and sin
  • HT not separable
  • ? additional correction pass required
  • ? GPU implementation not faster than FFT

12
Fast Hartley Transform on the GPU
  • similar to FFT ping-pong rendering
  • only one channel rendering buffers required
  • scrambling the same
  • double-butterfly
  • two lookup textures
  • addresses of source values (3 channels)
  • cos and sin terms (2 channels)

13
Results
  • Framerates for ATI Radeon 9800 XT

14
Demo
15
Conclusions
  • rendering stage of FVR very fast on GPU
  • slicing high performance gain
  • wrap around is for free
  • speed-up also for inverse FFT
  • nearest neighbour very poor quality
  • tri-linear interpolation high performace
  • tri-cubic interpolation high quality

16
Thank You!
  • viola_at_cg.tuwien.ac.at
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