Adaptive Sampling in Single Pass, GPU-based Raycasting of Multiresolution Volumes
Abstract
This paper presents a novel direct volume rendering technique for adaptive object- and image-space sampling density of multiresolution volumes. The raycasting is implemented entirely on the GPU in a single pass fragment program which adapts the sampling density along rays, guided by block resolutions. The multiresolution volumes are provided by a transfer function based level-of-detail scheme adaptively loading large out-of-core volumes. Adaptive image-space sampling is achieved by gathering projected basic volume block statistics for screen tiles and then allocating a level-of-detail for each tile. This combination of techniques provides a significant reduction of processing requirements while maintaining high quality rendering.
BibTeX
@inproceedings {10.2312:VG:VG06:039-046,
booktitle = {Volume Graphics},
editor = {Raghu Machiraju and Torsten Moeller},
title = {{Adaptive Sampling in Single Pass, GPU-based Raycasting of Multiresolution Volumes}},
author = {Ljung, Patric},
year = {2006},
publisher = {The Eurographics Association},
ISSN = {1727-8376},
ISBN = {3-905673-41-X},
DOI = {10.2312/VG/VG06/039-046}
}
booktitle = {Volume Graphics},
editor = {Raghu Machiraju and Torsten Moeller},
title = {{Adaptive Sampling in Single Pass, GPU-based Raycasting of Multiresolution Volumes}},
author = {Ljung, Patric},
year = {2006},
publisher = {The Eurographics Association},
ISSN = {1727-8376},
ISBN = {3-905673-41-X},
DOI = {10.2312/VG/VG06/039-046}
}