Maintaining constant frame rates in 3D texture-based volume rendering

被引:10
|
作者
Weiskopf, D [1 ]
Weiler, M [1 ]
Ertl, T [1 ]
机构
[1] Univ Stuttgart, Inst Visualizat & Interact Syst, D-7000 Stuttgart, Germany
关键词
D O I
10.1109/CGI.2004.1309273
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
3D texture-based volume rendering is a popular way of realizing direct volume visualization on graphics hardware. However the slice-oriented texture memory layout of many current GPUs may lead to a strongly view-dependent performance, which reduces the fields of application of volume rendering. In this short technical note, we propose a slight modification of texture-based volume rendering that maintains roughly constant frame rates on any GPU architecture. The idea is to split the volume into smaller sub-volumes. These bricks can be oriented in different directions; thus the varying performance for different viewing directions is averaged out.
引用
收藏
页码:604 / 607
页数:4
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