TRIANGLECASTER Extensions To 3BTexturing Units For Accelerated Volume Rendering (English)

In: Graphics Hardware   ;  25-34  ;  1999

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We discuss hardware extensions to 3D-texturing units, which are very small but nevertheless remove some substantial performance limits typically found when using a 3D-texturing unit for volume rendering. The underlying algorithm uses only a slight modification of existing method, which limits negative impacts on application software. In particular, the method speeds up the compositing operation, improves texture cache eflciency and allows for early ray termination and empty space skipping. Early ray termination can not be used in the traditional approach. Simulations show that, depending on data set properties, the performance of readily available, low-cost PC graphics accelerators is already suflcient for real-time volume visualization. Thus, in terms ofperformance, the TRIANGLECASTER-extensions can make dedicated volume rendering accelerators unnecessary.

Table of contents conference proceedings

The tables of contents are generated automatically and are based on the data records of the individual contributions available in the index of the TIB portal. The display of the Tables of Contents may therefore be incomplete.

7
A Low-Cost Memory Architecture For PCI-Based Interactive Ray Casting
Doggett, Michael / Meißner, Michael / Kanust, Urs | 1999
15
Hybrid Volume and Polygon Rendering with Cube Hardware
Kreeger, Kevin / Kaufman, Arie | 1999
25
TriangleCaster - Extensions to 3D-Texturing Units For Accelerated Volume Rendering
Knittel, G. / SIGGRAPH / European Association for Computer Graphics | 1999
25
TRIANGLECASTER Extensions To 3BTexturing Units For Accelerated Volume Rendering
Knittel, Gunter | 1999
35
Fast Footprint MlPmapping
Hüttner, Tobias / Straßer, Wolfgang | 1999
35
Fast Footprint MIPmapping
Huttner, T. / Strasser, W. / SIGGRAPH / European Association for Computer Graphics | 1999
45
Antialiased Parameterized Solid Texturing Simplified for Consumer- Level Hardware Implementation
Hart, John C. / Carr, Nate / Karneya, Masaki / Tibbitts, Stephen A. / Coleman, Terrance J. | 1999
55
Multiresolution Rendering With Displacement Mapping
Gumhold, Stefan / Hüttner, Tobias | 1999
67
Optimal Depth Buffer for Low-Cost Graphics Hardware
Lapidous, Eugene / Jiao, Guofang | 1999
75
Adaptive Hierarchical Visibility in a Tiled Architecture
Xie, Feng / Shantz, Michael | 1999
85
Z3: An Economical Hardware Technique for High-Quality Antialiasing and Transparency
Jouppi, Norman P. / Chang, Chun-Fa | 1999
95
Parallel Texture Caching
lgehy, Homan / Eldridge, Matthew / Hanrahan, Pat | 1999
107
Load Balancing for Multi-Projector Rendering Systems
Samanta, Rudrajit / Zheng, Jiannan / Funkhouser, Thomas / Li, Kai / Singh, Jaswinder Pal | 1999
117
Texture Shaders
McCool, Michael D. / Heidrich, Wolfgang | 1999