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.
| Original language | American English |
|---|---|
| Title of host publication | 2024 IEEE Visualization and Visual Analytics (VIS) |
| Publisher | IEEE Computer Society |
| Pages | 171-175 |
| Number of pages | 5 |
| ISBN (Electronic) | 9798350354850 |
| DOIs | |
| Publication status | Published - Oct 2024 |
| Event | 2024 IEEE Visualization and Visual Analytics (VIS) - Duration: 13 Oct 2024 → 18 Oct 2024 https://ieeevis.org/year/2024/welcome |
Publication series
| Name | Proceedings - 2024 IEEE Visualization Conference - Short Papers, VIS 2024 |
|---|
Conference
| Conference | 2024 IEEE Visualization and Visual Analytics (VIS) |
|---|---|
| Abbreviated title | VIS |
| Period | 13/10/24 → 18/10/24 |
| Internet address |
Keywords
- Computer graphics
- Computing methodologies
- Data structures design and analysis
- Design and analysis of algorithms
- Rendering
- Theory of computation
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