2006Unpublished venueRequires access

Interactive PC Texture-Based Volume Rendering for Large Datasets

Jie Zheng, Hongbing Ji, Wanhai Yang

Open publisher page 1 citations

Abstract

We present a novel technique for rendering large-scale volume datasets interactively on general purpose PC hardware. To circumvent the limited texture memory for texture based volume rendering, the dataset is partitioned into the bricks with reasonable size. The bricks are loaded to the graphics hardware dynamically and rendered using 3D texture mapping. During the rendering only one brick resides on the texture memory. Additionally, the sophisticated PC graphics hardware functionality is utilized to estimate the gradient on the fly avoiding the huge memory consumption in previous approaches. Using a prototype implementation of the algorithm, we are able to perform fast data loading and interactive visualization for the large datasets on a single standard PC

About this research paper

What this paper is about

We present a novel technique for rendering large-scale volume datasets interactively on general purpose PC hardware. To circumvent the limited texture memory for texture based volume rendering, the dataset is partitioned into the bricks with reasonable size. The bricks are loaded to the graphics hardware dynamically and rendered using 3D texture mapping. During the rendering only one brick resides on the texture memory. Additionally, the sophisticated PC graphics hardware functionality is utilized to estimate the gradient on the fly avoiding the huge memory consumption in previous approaches. Using a prototype implementation of the algorithm, we are able to perform fast data loading and interactive visualization for the large datasets on a single standard PC

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Available abstract

We present a novel technique for rendering large-scale volume datasets interactively on general purpose PC hardware. To circumvent the limited texture memory for texture based volume rendering, the dataset is partitioned into the bricks with reasonable size. The bricks are loaded to the graphics hardware dynamically and rendered using 3D texture mapping. During the rendering only one brick resides on the texture memory. Additionally, the sophisticated PC graphics hardware functionality is utilized to estimate the gradient on the fly avoiding the huge memory consumption in previous approaches. Using a prototype implementation of the algorithm, we are able to perform fast data loading and interactive visualization for the large datasets on a single standard PC

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

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