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High-quality pre-integrated volume rendering using hardware-accelerated pixel shading

Klaus Engel, Martin Kraus, Thomas Ertl

Open publisher page 458 citations

Abstract

We introduce a novel texture-based volume rendering approach that achieves the image quality of the best post-shading approaches with far less slices. It is suitable for new flexible consumer graphics hardware and provides high image quality even for low-resolution volume data and non-linear transfer functions with high frequen-cies, without the performance overhead caused by rendering addi-tional interpolated slices. This is especially useful for volumetric effects in computer games and professional scientific volume visu-alization, which heavily depend on memory bandwidth and rasteri-zation power. We present an implementation of the algorithm on current pro-grammable consumer graphics hardware using multi-textures with advanced texture fetch and pixel shading operations. We imple-mented direct volume rendering, volume shading, arbitrary number of isosurfaces, and mixed mode rendering. The performance does neither depend on the number of isosurfaces nor the definition of the transfer functions, and is therefore suited for interactive high-quality volume graphics.

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What this paper is about

We introduce a novel texture-based volume rendering approach that achieves the image quality of the best post-shading approaches with far less slices. It is suitable for new flexible consumer graphics hardware and provides high image quality even for low-resolution volume data and non-linear transfer functions with high frequen-cies, without the performance overhead caused by rendering addi-tional interpolated slices. This is especially useful for volumetric effects in computer games and professional scientific volume visu-alization, which heavily depend on memory bandwidth and rasteri-zation power. We present an implementation of the algorithm on current pro-grammable consumer graphics hardware using multi-textures with advanced texture fetch and pixel shading operations. We imple-mented direct volume rendering, volume shading, arbitrary number of isosurfaces, and mixed mode rendering. The performance does neither depend on the number of isosurfaces nor the definition of the transfer functions, and is therefore suited for interactive high-quality volume graphics.

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OpenAlex reports 458 citations for this work. Citation counts describe recorded attention and do not establish research quality.

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Available abstract

We introduce a novel texture-based volume rendering approach that achieves the image quality of the best post-shading approaches with far less slices. It is suitable for new flexible consumer graphics hardware and provides high image quality even for low-resolution volume data and non-linear transfer functions with high frequen-cies, without the performance overhead caused by rendering addi-tional interpolated slices. This is especially useful for volumetric effects in computer games and professional scientific volume visu-alization, which heavily depend on memory bandwidth and rasteri-zation power. We present an implementation of the algorithm on current pro-grammable consumer graphics hardware using multi-textures with advanced texture fetch and pixel shading operations. We imple-mented direct volume rendering, volume shading, arbitrary number of isosurfaces, and mixed mode rendering. The performance does neither depend on the number of isosurfaces nor the definition of the transfer functions, and is therefore suited for interactive high-quality volume graphics.

Key concepts: Computer science, Texture memory, Volume rendering, Software rendering, Rendering (computer graphics), Graphics hardware, Computer graphics (images), Pixel

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