2006Unpublished venueRequires access

Volumetric Depth Peeling on Graphics Hardware

Cory Quammen

Open publisher page 0 citations

Abstract

Figure 1: Single view of an MRI scan of an elbow joint both without volumetric depth peeling (left) and with volumetric depth peeling (right). Uninteresting data from skin and muscle occludes the elbow joint on the left. Volumetric depth peeling culls the uninteresting data in a view-dependent way, revealing the elbow joint. The increasing programmability of modern graphics hardware enables acceleration of rendering methods other than traditional rasterization. In this paper, we discuss the implementation of a ray casting-based volume renderer on graphics hardware using vertex and fragment programs. We also show how ray casting on hardware enables easy implementation of volume rendering extensions that make use of per-ray state, using volumetric depth peeling as an example. We also compare the performance of the hardware and software implementations of volumetric depth peeling.

About this research paper

What this paper is about

Figure 1: Single view of an MRI scan of an elbow joint both without volumetric depth peeling (left) and with volumetric depth peeling (right). Uninteresting data from skin and muscle occludes the elbow joint on the left. Volumetric depth peeling culls the uninteresting data in a view-dependent way, revealing the elbow joint. The increasing programmability of modern graphics hardware enables acceleration of rendering methods other than traditional rasterization. In this paper, we discuss the implementation of a ray casting-based volume renderer on graphics hardware using vertex and fragment programs. We also show how ray casting on hardware enables easy implementation of volume rendering extensions that make use of per-ray state, using volumetric depth peeling as an example. We also compare the performance of the hardware and software implementations of volumetric depth peeling.

Why it matters

A significance statement is not available in the OpenAlex record.

Key contribution

A contribution statement is not available in the OpenAlex record.

Method / approach

Method details are not available in the OpenAlex metadata.

Main findings

Findings are not separately available in the OpenAlex metadata.

Limitations

Limitations are not available in the OpenAlex metadata.

Applications

Application details are not available in the OpenAlex metadata.

Available abstract

Figure 1: Single view of an MRI scan of an elbow joint both without volumetric depth peeling (left) and with volumetric depth peeling (right). Uninteresting data from skin and muscle occludes the elbow joint on the left. Volumetric depth peeling culls the uninteresting data in a view-dependent way, revealing the elbow joint. The increasing programmability of modern graphics hardware enables acceleration of rendering methods other than traditional rasterization. In this paper, we discuss the implementation of a ray casting-based volume renderer on graphics hardware using vertex and fragment programs. We also show how ray casting on hardware enables easy implementation of volume rendering extensions that make use of per-ray state, using volumetric depth peeling as an example. We also compare the performance of the hardware and software implementations of volumetric depth peeling.

Key concepts: Graphics hardware, Rendering (computer graphics), Computer science, Computer graphics (images), Graphics pipeline, Graphics, Software rendering, Software

Related papers

Back to paper searchBrowse research topicsOriginal source
Volumetric Depth Peeling on Graphics Hardware — Research Paper | ScholarLens