Real time GPU-based raycasting
Wei Li
Abstract
Wei Li
Abstract
This paper presents a volume rendering approach on current programmable consumer graphics hardware using ray-casting algorithm in the fragment shader of OpenGL2.0,which exploits the new features of modern consumer graphics hardware.In order to process the Large Volume Data Sets,in the first we directly load the volumetric data into texture memory,which has already defined in the form of 3D texture.In the second we utilize pre-integrated classification to improve the quality of rendering.At last,gradients are computed in real-time,which greatly improves the efficiency of ray-casting.The experiment results show that the approach can achieve high quality image and interactive frame rates.
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This paper presents a volume rendering approach on current programmable consumer graphics hardware using ray-casting algorithm in the fragment shader of OpenGL2.0,which exploits the new features of modern consumer graphics hardware.In order to process the Large Volume Data Sets,in the first we directly load the volumetric data into texture memory,which has already defined in the form of 3D texture.In the second we utilize pre-integrated classification to improve the quality of rendering.At last,gradients are computed in real-time,which greatly improves the efficiency of ray-casting.The experiment results show that the approach can achieve high quality image and interactive frame rates.
Key concepts: Shader, Computer science, Texture memory, Rendering (computer graphics), Computer graphics (images), Graphics hardware, Volume rendering, Frame rate