Hardware-assisted visibility sorting for unstructured volume rendering
Autor(a) principal: | |
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Data de Publicação: | 2005 |
Outros Autores: | , , |
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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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. |
publishDate |
2005 |
dc.date.issued.fl_str_mv |
2005 |
dc.date.accessioned.fl_str_mv |
2011-01-29T06:00:33Z |
dc.type.driver.fl_str_mv |
Estrangeiro info:eu-repo/semantics/article |
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article |
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publishedVersion |
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http://hdl.handle.net/10183/27599 |
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1077-2626 |
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000543950 |
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http://hdl.handle.net/10183/27599 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
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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openAccess |
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application/pdf |
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