The Parallelization of the Perspective Shear-Warp Volume Rendering Algorithm (English)

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The shear-warp algorithm for volume rendering is among the fastest volume rendering algorithms. It is an objectorder algorithm, based on the idea of the factorization of the view matrix into a 3D shear and a 2D warp component. Thus, the compositing can be done in sheared object space, which allows the algorithm to take advantage of data locality. Although the idea of a perspective projection shear-warp algorithm is not new, it is not widely used. That may be because it is slower than the parallel projection algorithm and often slower than hardware supported approaches. In this paper, we present a new parallelized version of the perspective shear-warp algorithm. The parallelized algorithm was designed for distributed memory machines using MPI. The new algorithm takes advantage of the idea that the warp can be done in most computers graphics hardware very fast, so that the remote parallel computer only needs to do the compositing. Our algorithm uses this idea to do the compositing on the remote machine, which transfers the resulting 2D intermediate image to the actual display machine. Even though the display machine could be a moderately equipped PC or laptop computer, it can be used to display complex volumetric data, provided there is a network connection to a high performance parallel computer. Furthermore, remote rendering could be used to drive virtual environments, which typically require perspective projection and high frame rates for stereo projection and multiple screens.

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
"Kilauea" - Parallel Global Illumination Renderer
Kato, Toshi / Saito, Jun | 2002
17
Mining the Human Genome using Virtual Reality
Stolk, Bram / Abdoelrahman, Faizal / Koning, Anton / Wielinga, Paul | 2002
23
Approach for software development of parallel real-time VE systems on heterogenous clusters
Winkelholz, C. / Alexander, T. | 2002
33
A Multi-thread Safe Foundation for Scene Graphs and its Extension to Clusters
Voß, G. / Behr, J. / Reiners, D. / Roth, M. | 2002
39
Design and Implementation of A Large-scale Hybrid Distributed Graphics System
Yang, Jian / Shi, Jiaoying / Jin, Zhefan / Zhang, Hui | 2002
51
An Interleaved Parallel Volume Renderer With PC-clusters
Antonio Garcia / Shen, Han-Wei | 2002
61
The Parallelization of the Perspective Shear-Warp Volume Rendering Algorithm
Schulze, Jürgen P. / Lang, Ulrich | 2002
71
Distributed rendering of interactive soft shadows
Isard, M. / Shand, M. / Heirich, A. | 2002
77
Interactive Ray Tracing of Time Varying Data
Reinhard, Erik / Hansen, Charles / Parker, Steve | 2002
83
Interactive Headlight Simulation - A Case Study of Interactive Distributed Ray Tracing -
Benthin, Carsten / Dahmen, Tim / Wald, Ingo / Slusallek, Philipp | 2002
89
Out-Of-Core Sort-First Parallel Rendering for Cluster-Based Tiled Displays
Correa, Wagner T. / Klosowski, James T. / Silva, Claudio T. | 2002
97
An Out-of-core Method for Computing Connectivities of Large Unstructured Meshes
Ueng, Shyh-Kuang / Sikorski, K. | 2002
105
Physical cloth simulation on a PC cluster
Zara, F. / Faure, F. / Vincent, J-M. | 2002
113
Efficient Parallel Implementations for Surface Subdivision
Padrón, E. J. / Amor, M. / Bóo, M. / Doallo, R. | 2002
123
An Efficient System for Collaboration in Tele-Immersive Environments
Jensen, N. / Olbrich, S. / Pralle, H. / Raasch, S. | 2002
133
Parallel Performance Optimization of Large-Scale Unstructured Data Visualization for the Earth Simulator
Chen, L. / Fujishiro, I. / Nakajima, K. | 2002
133
Parallel Performance Optimization for Large-Scale Unstructured Data Visualization for the Earth Simulator
Chen, L. / Fujishiro, I. / Nakajima, K. / ACM | 2002
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