Solving the Hazard Problem for Algorithmically Optimized Real-Time Volume Rendering
نویسنده
چکیده
One of the most difficult problems in volume rendering hardware architectures is to provide an efficient hardware integration of algorithmic optimization techniques like, space leaping and early ray termination. An architecture, which solves this problem, is presented in this paper. It is based on a multithreaded approach that overcomes branch hazards caused by these algorithmic optimization techniques. Additionally, a new memory architecture suitable for the multithreaded processing of rays is presented. Simulations show efficiencies of up to 97% (only 3% idle time) for the full system. A frame rate of 132 Hz for a data set of 256 256 128 and up to 4 Hz for 1024 voxels has been found by simulation.
منابع مشابه
Interactive Volume Rendering with Ray Tracing
Recent research on high-performance ray tracing has achieved real-time performance even for highly complex surface models already on a single PC. In this report we provide an overview of techniques for extending real-time ray tracing also to interactive volume rendering. We review fast rendering techniques for different volume representations and rendering modes in a variety of computing enviro...
متن کاملOptimized Graphical Processing Unit Processing Framework for Surface Rendering in 4D Ultrasound Imaging
Four-dimensional (4D) ultrasound imaging extends the real-time capability of ultrasound to visualize a realtime volume that can be manipulated by the sonographer. Among the different visualization methods, surface rendering is a common mode for displaying volumetric datasets such as in obstetrical applications. A challenge in this mode is that surface shading is required to visualize the surfac...
متن کاملA population-based algorithm for the railroad blocking problem
Railroad blocking problem (RBP) is one of the problems that need an important decision in freight railroads. The objective of solving this problem is to minimize the costs of delivering all commodities by deciding which inter-terminal blocks to build and by specifying the assignment of commodities to these blocks, while observing limits on the number and cumulative volume of the blocks assemble...
متن کاملReal-time BCC Volume Isosurface Ray Casting on the GPU
This paper presents a real-time GPU (graphics processing unit) ray casting scheme for rendering isosurfaces of BCC (bodycentered cubic) volume datasets. A quartic spline field is built using the 7-direction box-spline filter accompanied with a quasiinterpolation prefilter. To obtain an interactive rendering speed on the graphics hardware, the shader code was optimized to avoid lookup table and ...
متن کاملDeveloping a Real-Time Renderer With Optimized Shadow Volumes
This paper presents a collection of ideas that are needed for developing an efficient, general purpose, real-time rendering engine with recent hardware’s possibilities taken into consideration. The principals of several visual effects seen in recent games (like tangent space Phong illumination, bump mapping, parallax mapping and shadow volumes) are discussed. A new way of generating shadow volu...
متن کاملذخیره در منابع من
با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید
عنوان ژورنال:
دوره شماره
صفحات -
تاریخ انتشار 1999