Title of article :
Hardware-assisted visibility sorting for unstructured volume rendering
Author/Authors :
Callahan، نويسنده , , S.P.، نويسنده , , Ikits، نويسنده , , M.، نويسنده , , Comba، نويسنده , , J.L.D.، نويسنده , , Silva، نويسنده , , C.T.، نويسنده ,
Issue Information :
روزنامه با شماره پیاپی سال 2005
Abstract :
Harvesting the power of modern graphics hardware to solve the complex problem of real-time rendering of large
unstructured meshes is a major research goal in the volume visualization community. While, for regular grids, texture-based
techniques are well-suited for current GPUs, the steps necessary for rendering unstructured meshes are not so easily mapped to
current hardware. We propose a novel volume rendering technique that simplifies the CPU-based processing and shifts much of the
sorting burden to the GPU, where it can be performed more efficiently. Our hardware-assisted visibility sorting algorithm is a hybrid
technique that operates in both object-space and image-space. In object-space, the algorithm performs a partial sort of the
3D primitives in preparation for rasterization. The goal of the partial sort is to create a list of primitives that generate fragments in nearly
sorted order. In image-space, the fragment stream is incrementally sorted using a fixed-depth sorting network. In our algorithm, the
object-space work is performed by the CPU and the fragment-level sorting is done completely on the GPU. A prototype implementation
of the algorithm demonstrates that the fragment-level sorting achieves rendering rates of between one and six million tetrahedral cells
per second on an ATI Radeon 9800.
Keywords :
Volume visualization , graphics processors , visibility sorting.
Journal title :
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS
Journal title :
IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS