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dc.contributor.authorGanter, Daviden_US
dc.contributor.authorManzke, Michaelen_US
dc.contributor.editorSteinberger, Markus and Foley, Timen_US
dc.date.accessioned2019-07-11T06:51:44Z
dc.date.available2019-07-11T06:51:44Z
dc.date.issued2019
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.13756
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13756
dc.description.abstractWe present a Direct Volume Rendering method that makes use of newly available Nvidia graphics hardware for Bounding Volume Hierarchies. Using BVHs for DVR has been overlooked in recent research due to build times potentially impeding interactive rates. We indicate that this is not necessarily the case, especially when a clustering algorithm is applied before the BVH build to reduce leaf-node complexity. Our results show substantial render time improvements for full-resolution DVR on GPU in comparison to a recent state-of-the-art approach for empty-space-skipping. Furthermore, the use of a BVH for DVR allows seamless integration into popular surface-based path-tracing technologies like Nvidia's OptiX.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectComputing methodologies
dc.subjectComputer graphics
dc.subjectScientific visualization
dc.titleAn Analysis of Region Clustered BVH Volume Rendering on GPUen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersRendering
dc.description.volume38
dc.description.number8
dc.identifier.doi10.1111/cgf.13756
dc.identifier.pages13-21


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