2008•IEEE Computer Graphics and ApplicationsRequires access

Dynamic Shader Generation for GPU-Based Multi-Volume Ray Casting

F. Rossler, Ralf P. Botchen, Thomas Ertl

Open publisher page 29 citations

Abstract

Real-time performance for rendering multiple intersecting volumetric objects requires the speed and flexibility of modern GPUs. This requirement has restricted programming of the necessary shaders to GPU experts only. A visualization system that dynamically generates GPU shaders for multi-volume ray casting from a user-definable abstract render graph overcomes this limitation.

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What this paper is about

Real-time performance for rendering multiple intersecting volumetric objects requires the speed and flexibility of modern GPUs. This requirement has restricted programming of the necessary shaders to GPU experts only. A visualization system that dynamically generates GPU shaders for multi-volume ray casting from a user-definable abstract render graph overcomes this limitation.

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OpenAlex reports 29 citations for this work. Citation counts describe recorded attention and do not establish research quality.

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Available abstract

Real-time performance for rendering multiple intersecting volumetric objects requires the speed and flexibility of modern GPUs. This requirement has restricted programming of the necessary shaders to GPU experts only. A visualization system that dynamically generates GPU shaders for multi-volume ray casting from a user-definable abstract render graph overcomes this limitation.

Key concepts: Shader, Computer science, Ray casting, Computer graphics (images), Volume rendering, Rendering (computer graphics), Visualization, General-purpose computing on graphics processing units

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