Accelerating Volume Raycasting using Occlusion Frustums
GPU-based volume raycasting allows to produce high quality renderings on current
graphics hardware. The use of such raycasters is on the rise due to their
inherent flexibility as well as the advances in hardware performance and
functionality. Although recent raycasting systems achieve interactive frame
rates on high-end graphics hardware, further improved performance would enable
more complex rendering techniques, e.,g., advanced illumination models. In
this paper we introduce a novel approach to empty space leaping in order to
reduce the number of costly volume texture fetches during ray traversal. We
generate an optimized proxy geometry for raycasting which is based on occlusion
frustums obtained from previous frames. Our technique does not rely on any
preprocessing, introduces no image artifacts, and—in contrast to previous
point-based methods—works also for non-continuous view changes. Besides the
technical realization and the performance results, we also discuss the potential
problems of ray coherence in relation to our approach and restrictions in
current GPU architectures. The presented technique has been implemented using
fragment and geometry shaders and can be integrated easily into existing
raycasting systems.
Images and movies
BibTex references
@inproceedings{MRH08a,
author = {Mensmann, J{\"o}rg and Ropinski, Timo and Hinrichs, Klaus},
title = {{Accelerating Volume Raycasting using Occlusion Frustums}},
booktitle = {IEEE/EG Volume and Point-Based Graphics},
pages = {147--154},
year = {2008}
}
![OcclusionFrustums.pdf [4.8Mo]](/publications/images/pdf.png)