High-Quality Pre-Integrated Volume Rendering Using Hardware Accelerated Pixel Shading - PowerPoint PPT Presentation

1 / 13
About This Presentation
Title:

High-Quality Pre-Integrated Volume Rendering Using Hardware Accelerated Pixel Shading

Description:

... -integrate all possible combinations hardware-accelerated implementation on NVidia GeForce3 chip sf sb front slice back ... back slice sb stage ... – PowerPoint PPT presentation

Number of Views:83
Avg rating:3.0/5.0
Slides: 14
Provided by: hws5
Learn more at: https://cse.osu.edu
Category:

less

Transcript and Presenter's Notes

Title: High-Quality Pre-Integrated Volume Rendering Using Hardware Accelerated Pixel Shading


1
High-Quality Pre-Integrated Volume Rendering
Using Hardware Accelerated Pixel Shading
Klaus Engel, Martin Kraus, Thomas
Ertl Visualization and Interactive Systems
Group University of Stuttgart, Germany
Siggraph/Eurographics Workshop on Graphics
Hardware 2001
2
Volume Rendering Quality Improvement
  • Higher sampling rates additional tri-linearly
    interpolated slices
  • 2D textures
  • render intermediate slices using multi-texture
    approach(Rezk-Salama,Engel et al., GH2000)
  • - 3D textures
  • render additional slice polygons
  • But
  • decreases rendering speed due to additional
    rasterization
  • many additional slices required even for
    low-resolution volumes
  • non-linear transfer functions not sufficient to
    sample volume with the Nyquist frequency of
    scalar data

3
Volume Classification
transfer functions
Pre- classification
voxels
Post- classification
4
Pre-Integrated Volume Rendering
  • The approach
  • texture-based (2D/3D)
  • ray-segments computed in a pre-processing step
  • pre-computed ray-segment lookup (dependent
    texture)
  • small number of slices gt fast
  • Especially suited for
  • low resolution volume data
  • non-linear transfer functions
  • Capable of
  • high-quality rendering
  • direct volume rendering, volume shading,
    isosurfaces

5
Pre-integrated Volume Rendering - Idea
slice-by-slice
slab-by-slab
hardware-accelerated implementation on NVidia
GeForce3 chip
6
Pre-integrated Volume Rendering - Texel Fetch
front slice
back slice
7
Results Direct Volume Rendering
8
Isosurfaces
Isosurfacesparticular dependent texture
sb
96
32
sf
32
96
9
Isosurfaces Gradient Interpolation
  • g IP gb (1-IP) gf interpolation weight IP
    (siso sf)/(sb sf)
  • store gradient with scalar data in RGBA texture
  • store IP in dependent texture
  • implement interpolation in reg. combiners

sb
g
front slice
back slice
10
Pre-integrated Volume Rendering Register
Combiners
  • Combiner 01 rebuild gradients (front back)

gx gy gz
gy gz gx
s
s
  • Combiner 2 interpolate gradients

IP (siso sf)/(sb sf) g IP gb (1-IP) gf
  • Combiner 3-7 shading (isosurface or volume)

pmax 256
11
(No Transcript)
12
Results Direct Volume Rendering, Random TF
13
Results - Isosurfaces
Write a Comment
User Comments (0)
About PowerShow.com