Abstract
Direct volume rendering using ray-casting is widely used in practice. By using GPUs and applying acceleration techniques as empty space skipping, high frame rates are possible on modern hardware. This enables performance-critical use-cases such as virtual reality volume rendering. The currently fastest known technique uses volumetric distance maps to skip empty sections of the volume during ray-casting but requires the distance map to be updated per transfer function change. In this paper, we demonstrate a technique for subdividing the volume intensity range into partitions and deriving what we call partitioned distance maps. These can be used to accelerate the distance map computation for a newly changed transfer function by a factor up to 30. This allows the currently fastest known empty space skipping approach to be used while maintaining high frame rates even when the transfer function is changed frequently.
| Originalsprache | Englisch (Amerika) |
|---|---|
| Titel | 2024 IEEE Visualization and Visual Analytics (VIS) |
| Herausgeber (Verlag) | IEEE Computer Society |
| Seiten | 171-175 |
| Seitenumfang | 5 |
| ISBN (elektronisch) | 9798350354850 |
| DOIs | |
| Publikationsstatus | Veröffentlicht - Okt. 2024 |
| Veranstaltung | 2024 IEEE Visualization and Visual Analytics (VIS) - Dauer: 13 Okt. 2024 → 18 Okt. 2024 https://ieeevis.org/year/2024/welcome |
Publikationsreihe
| Name | Proceedings - 2024 IEEE Visualization Conference - Short Papers, VIS 2024 |
|---|
Konferenz
| Konferenz | 2024 IEEE Visualization and Visual Analytics (VIS) |
|---|---|
| Kurztitel | VIS |
| Zeitraum | 13/10/24 → 18/10/24 |
| Internetadresse |
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