GPU Improvements on the sorting and projection of tetrahedral meshes for direct volume rendering

Sébastien Barbier 1, * Georges-Pierre Bonneau 1, *
* Auteur correspondant
1 EVASION - Virtual environments for animation and image synthesis of natural objects
Inria Grenoble - Rhône-Alpes, LJK - Laboratoire Jean Kuntzmann, INPG - Institut National Polytechnique de Grenoble
Abstract : Direct Volume Rendering is one of the most popular visualization techniques. Although approaches such as ray-casting or slicing are fast and well-implemented on graphics hardware for regular and irregular grids, cell projection techniques are still time-consuming for large tetrahedral meshes. We propose improvements to the pipeline of cell projection techniques based on the SXMPVO [4] and the Projected Tetrahedra [8] (PT) algorithms. Specifically, we exploit new functionalities of the latest graphics hardware to remove bottlenecks in the sorting and rendering phases.
Type de document :
Communication dans un congrès
PacificVis 2008 - Pacific Visualization Symposium 2008, Mar 2008, Kyoto, Japan. 2008
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https://hal.inria.fr/hal-00921795
Contributeur : Brigitte Bidégaray-Fesquet <>
Soumis le : samedi 21 décembre 2013 - 15:02:52
Dernière modification le : mardi 15 juillet 2014 - 21:40:14

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  • HAL Id : hal-00921795, version 1

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Sébastien Barbier, Georges-Pierre Bonneau. GPU Improvements on the sorting and projection of tetrahedral meshes for direct volume rendering. PacificVis 2008 - Pacific Visualization Symposium 2008, Mar 2008, Kyoto, Japan. 2008. <hal-00921795>

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