Full Text:   <99>

CLC number: 

On-line Access: 2020-08-11

Received: 2020-05-03

Revision Accepted: 2020-07-09

Crosschecked: 0000-00-00

Cited: 0

Clicked: 199

Citations:  Bibtex RefMan EndNote GB/T7714

-   Go to

Article info.
Open peer comments

Journal of Zhejiang University SCIENCE C 1998 Vol.-1 No.-1 P.

http://doi.org/10.1631/FITEE.2000214


GPU-based multi-slice per pass algorithm in interactive volume illumination rendering


Author(s):  De-ning LUO, Yi LIN, Jian-wei ZHANG

Affiliation(s):  College of Computer Science, Sichuan University, Chengdu 610065, China

Corresponding email(s):   onexinoneyi@hotmail.com, Yilin@scu.edu.cn, zhangjianwei@scu.edu.cn

Key Words:  Volume rendering, Volume illumination, Volume datasets, Multi-slice per pass


De-ning LUO, Yi LIN, Jian-wei ZHANG. GPU-based multi-slice per pass algorithm in interactive volume illumination rendering[J]. Frontiers of Information Technology & Electronic Engineering, 1998, -1(-1): .

@article{title="GPU-based multi-slice per pass algorithm in interactive volume illumination rendering",
author="De-ning LUO, Yi LIN, Jian-wei ZHANG",
journal="Frontiers of Information Technology & Electronic Engineering",
volume="-1",
number="-1",
pages="",
year="1998",
publisher="Zhejiang University Press & Springer",
doi="10.1631/FITEE.2000214"
}

%0 Journal Article
%T GPU-based multi-slice per pass algorithm in interactive volume illumination rendering
%A De-ning LUO
%A Yi LIN
%A Jian-wei ZHANG
%J Journal of Zhejiang University SCIENCE C
%V -1
%N -1
%P
%@ 2095-9184
%D 1998
%I Zhejiang University Press & Springer
%DOI 10.1631/FITEE.2000214

TY - JOUR
T1 - GPU-based multi-slice per pass algorithm in interactive volume illumination rendering
A1 - De-ning LUO
A1 - Yi LIN
A1 - Jian-wei ZHANG
J0 - Journal of Zhejiang University Science C
VL - -1
IS - -1
SP -
EP -
%@ 2095-9184
Y1 - 1998
PB - Zhejiang University Press & Springer
ER -
DOI - 10.1631/FITEE.2000214


Abstract: 
volume rendering plays a significant role in medical imaging and engineering applications. To obtain an improved three-dimensional (3D) shape perception in case of volumetric datasets, realistic volume illumination has been considerably studied in recent years. However, the calculation overhead associated with interactive volume rendering is unusually high, and the solvability of the problem is adversely affected when the data size and algorithm complexity are increased. In this study, a scalable and GPU-based multi-slice per pass (MSPP) volume rendering algorithm is proposed that can quickly generate global volume shadow and achieve a translucent effect based on the transfer function for improved perception of the shape and depth of volumetric datasets. In our real-world data tests, MSPP significantly outperforms some complex volume shadow algorithms without losing the illumination effects, for example, half-angle slicing. Furthermore, the MSPP can be easily integrated into the parallel rendering frameworks based on sort-first or sort-last to accelerate volume rendering. In addition, its scalable slice-based volume rendering framework can be combined with several traditional volume rendering frameworks.

Darkslateblue:Affiliate; Royal Blue:Author; Turquoise:Article

Open peer comments: Debate/Discuss/Question/Opinion

<1>

Please provide your name, email address and a comment





Journal of Zhejiang University-SCIENCE, 38 Zheda Road, Hangzhou 310027, China
Tel: +86-571-87952783; E-mail: cjzhang@zju.edu.cn
Copyright © 2000 - Journal of Zhejiang University-SCIENCE