Home About us Contact | |||
Ray Casting (ray + casting)
Selected AbstractsCoherence aware GPU-based ray casting for virtual colonoscopyCOMPUTER ANIMATION AND VIRTUAL WORLDS (PREV: JNL OF VISUALISATION & COMPUTER ANIMATION), Issue 1 2009Taek Hee Lee Abstract In this paper, we propose a GPU-based volume ray casting for virtual colonoscopy to generate high-quality rendering images with a large screen size. Using the temporal coherence for ray casting, the empty space leaping can be efficiently done by reprojecting first-hit points of the previous frame; however, these approaches could produce artifacts such as holes or illegal starting positions due to the insufficient resolution of first-hit points. To eliminate these artifacts, we use a triangle mesh of first-hit points and check the intersection of each triangle with the corresponding real surface. Illegal starting positions can be avoided by replacing a false triangle cutting the real surface with five newly generated triangles. The proposed algorithm is best fit to the recent GPU architecture with Shader Model 4.0 which supports not only fast rasterization of a triangle mesh but also many flexible vertex operations. Experimental results on ATI 2900 with DirectX10 show perspective volume renderings of over 24fps on 1024,×,1024 screen size without any loss of image quality. Copyright © 2008 John Wiley & Sons, Ltd. [source] Out-of-Core and Dynamic Programming for Data Distribution on a Volume Visualization ClusterCOMPUTER GRAPHICS FORUM, Issue 1 2009S. Frank I.3.2 [Computer Graphics]: Distributed/network graphics; C.2.4 [Distributed Systems]: Distributed applications Abstract Ray directed volume-rendering algorithms are well suited for parallel implementation in a distributed cluster environment. For distributed ray casting, the scene must be partitioned between nodes for good load balancing, and a strict view-dependent priority order is required for image composition. In this paper, we define the load balanced network distribution (LBND) problem and map it to the NP-complete precedence constrained job-shop scheduling problem. We introduce a kd-tree solution and a dynamic programming solution. To process a massive data set, either a parallel or an out-of-core approach is required. Parallel preprocessing is performed by render nodes on data, which are allocated using a static data structure. Volumetric data sets often contain a large portion of voxels that will never be rendered, or empty space. Parallel preprocessing fails to take advantage of this. Our slab-projection slice, introduced in this paper, tracks empty space across consecutive slices of data to reduce the amount of data distributed and rendered. It is used to facilitate out-of-core bricking and kd-tree partitioning. Load balancing using each of our approaches is compared with traditional methods using several segmented regions of the Visible Korean data set. [source] |