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

Sébastien Barbier 1, * Georges-Pierre Bonneau 1, *
* Corresponding author
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.
Document type :
Conference papers
Complete list of metadatas

https://hal.inria.fr/hal-00921795
Contributor : Brigitte Bidégaray-Fesquet <>
Submitted on : Saturday, December 21, 2013 - 3:02:52 PM
Last modification on : Monday, July 8, 2019 - 3:10:35 PM

Identifiers

  • HAL Id : hal-00921795, version 1

Citation

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. ⟨hal-00921795⟩

Share

Metrics

Record views

267