2004•Unpublished venueRequires access

Maintaining constant frame rates in 3D texture-based volume rendering

Daniel Weiskopf, Manfred Weiler, T. Ertl

Open publisher page 10 citations

Abstract

3D texture-based volume rendering is a popular way of realizing direct volume visualization on graphics hardware. However, the slice-oriented texture memory layout of many current CPUs may lead to a strongly view-dependent performance, which reduces the fields of application of volume rendering. In this short technical note, we propose a slight modification of texture-based volume rendering that maintains roughly constant frame rates on any GPU architecture. The idea is to split the volume into smaller sub-volumes. These bricks can be oriented in different directions; thus the varying performance for different viewing directions is averaged out

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What this paper is about

3D texture-based volume rendering is a popular way of realizing direct volume visualization on graphics hardware. However, the slice-oriented texture memory layout of many current CPUs may lead to a strongly view-dependent performance, which reduces the fields of application of volume rendering. In this short technical note, we propose a slight modification of texture-based volume rendering that maintains roughly constant frame rates on any GPU architecture. The idea is to split the volume into smaller sub-volumes. These bricks can be oriented in different directions; thus the varying performance for different viewing directions is averaged out

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Available abstract

3D texture-based volume rendering is a popular way of realizing direct volume visualization on graphics hardware. However, the slice-oriented texture memory layout of many current CPUs may lead to a strongly view-dependent performance, which reduces the fields of application of volume rendering. In this short technical note, we propose a slight modification of texture-based volume rendering that maintains roughly constant frame rates on any GPU architecture. The idea is to split the volume into smaller sub-volumes. These bricks can be oriented in different directions; thus the varying performance for different viewing directions is averaged out

Key concepts: Texture memory, Rendering (computer graphics), Volume rendering, Computer science, Computer graphics (images), Tiled rendering, Software rendering, Frame rate

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