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Cited by 312

The DOI matches its Crossref record; 5 of the 5 references it cites were found in a registry or an index.

Acceleration techniques for GPU-based volume rendering

Kruger, J., Westermann, R.·2004·IEEE Transactions on Ultrasonics, Ferroelectrics and Frequency Control

Abstract

Nowadays, direct volume rendering via 3D textures has positioned itself as an efficient tool for the display and visual analysis of volumetric scalar fields. It is commonly accepted, that for reasonably sized data sets appropriate quality at interactive rates can be achieved by means of this technique. However, despite these benefits one important issue has received little attention throughout the ongoing discussion of texture based volume rendering: the integration of acceleration techniques to reduce per-fragment operations. In this paper, we address the integration of early ray termination and empty-space skipping into texture based volume rendering on graphical processing units (GPU). Therefore, we describe volume ray-casting on programmable graphics hardware as an alternative to object-order approaches. We exploit the early z-test to terminate fragment processing once sufficient opacity has been accumulated, and to skip empty space along the rays of sight. We demonstrate performance gains up to a factor of 3 for typical renditions of volumetric data sets on the ATI 9700 graphics card.

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Crossref · 10.1109/visual.2003.1250384

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Metadata

Authors
Kruger, J., & Westermann, R.
Venue
IEEE Transactions on Ultrasonics, Ferroelectrics and Frequency Control
Publisher
IEEE
Published
2003-01-01
Pages
287-292
OpenAlex
W3151224251
Cited by
312
References
5
FWCI
8.93
Type
conference paper
Language
en
Open access
closed

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