Hardware-assisted visibility sorting for unstructured volume rendering

Detalhes bibliográficos
Autor(a) principal: Callahan, Steven Paul
Data de Publicação: 2005
Outros Autores: Ikits, Milan, Comba, Joao Luiz Dihl, Silva, Cláudio Teixeira
Tipo de documento: Artigo
Idioma: eng
Título da fonte: Repositório Institucional da UFRGS
Texto Completo: http://hdl.handle.net/10183/27599
Resumo: 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.
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spelling Callahan, Steven PaulIkits, MilanComba, Joao Luiz DihlSilva, Cláudio Teixeira2011-01-29T06:00:33Z20051077-2626http://hdl.handle.net/10183/27599000543950Harvesting 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.application/pdfengIEEE transactions on visualization and computer graphics. Los Alamitos. Vol. 11, n. 3 (May/June 2005), p. 285-295Computação gráficaVisualizacao volumetricaReproducao : Computacao graficaVolume visualizationGraphics processorsVisibility sortingHardware-assisted visibility sorting for unstructured volume renderingEstrangeiroinfo:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/openAccessreponame:Repositório Institucional da UFRGSinstname:Universidade Federal do Rio Grande do Sul (UFRGS)instacron:UFRGSORIGINAL000543950.pdf000543950.pdfTexto completo (inglês)application/pdf1222799http://www.lume.ufrgs.br/bitstream/10183/27599/1/000543950.pdf8da9704643f74f1cae94d1b34a919e9dMD51TEXT000543950.pdf.txt000543950.pdf.txtExtracted Texttext/plain60499http://www.lume.ufrgs.br/bitstream/10183/27599/2/000543950.pdf.txtaef0fbac903e04ea016a6f125161fbdfMD52THUMBNAIL000543950.pdf.jpg000543950.pdf.jpgGenerated Thumbnailimage/jpeg2058http://www.lume.ufrgs.br/bitstream/10183/27599/3/000543950.pdf.jpg40510f786d8a5cb45bb0f1822e0c562eMD5310183/275992021-06-13 04:30:04.648649oai:www.lume.ufrgs.br:10183/27599Repositório de PublicaçõesPUBhttps://lume.ufrgs.br/oai/requestopendoar:2021-06-13T07:30:04Repositório Institucional da UFRGS - Universidade Federal do Rio Grande do Sul (UFRGS)false
dc.title.pt_BR.fl_str_mv Hardware-assisted visibility sorting for unstructured volume rendering
title Hardware-assisted visibility sorting for unstructured volume rendering
spellingShingle Hardware-assisted visibility sorting for unstructured volume rendering
Callahan, Steven Paul
Computação gráfica
Visualizacao volumetrica
Reproducao : Computacao grafica
Volume visualization
Graphics processors
Visibility sorting
title_short Hardware-assisted visibility sorting for unstructured volume rendering
title_full Hardware-assisted visibility sorting for unstructured volume rendering
title_fullStr Hardware-assisted visibility sorting for unstructured volume rendering
title_full_unstemmed Hardware-assisted visibility sorting for unstructured volume rendering
title_sort Hardware-assisted visibility sorting for unstructured volume rendering
author Callahan, Steven Paul
author_facet Callahan, Steven Paul
Ikits, Milan
Comba, Joao Luiz Dihl
Silva, Cláudio Teixeira
author_role author
author2 Ikits, Milan
Comba, Joao Luiz Dihl
Silva, Cláudio Teixeira
author2_role author
author
author
dc.contributor.author.fl_str_mv Callahan, Steven Paul
Ikits, Milan
Comba, Joao Luiz Dihl
Silva, Cláudio Teixeira
dc.subject.por.fl_str_mv Computação gráfica
Visualizacao volumetrica
Reproducao : Computacao grafica
topic Computação gráfica
Visualizacao volumetrica
Reproducao : Computacao grafica
Volume visualization
Graphics processors
Visibility sorting
dc.subject.eng.fl_str_mv Volume visualization
Graphics processors
Visibility sorting
description 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.
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dc.relation.ispartof.pt_BR.fl_str_mv IEEE transactions on visualization and computer graphics. Los Alamitos. Vol. 11, n. 3 (May/June 2005), p. 285-295
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