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CLC number: TP391

On-line Access: 2021-08-17

Received: 2020-05-03

Revision Accepted: 2020-07-09

Crosschecked: 2021-06-08

Cited: 0

Clicked: 2907

Citations:  Bibtex RefMan EndNote GB/T7714

 ORCID:

Dening Luo

https://orcid.org/0000-0003-4359-5975

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Frontiers of Information Technology & Electronic Engineering  2021 Vol.22 No.8 P.1092-1103

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


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


Author(s):  Dening Luo, Yi Lin, Jianwei 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, Volumetric datasets, Multi-slice per pass


Dening Luo, Yi Lin, Jianwei Zhang. GPU-based multi-slice per pass algorithm in interactive volume illumination rendering[J]. Frontiers of Information Technology & Electronic Engineering, 2021, 22(8): 1092-1103.

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Abstract: 
volume rendering plays a significant role in medical imaging and engineering applications. To obtain an improved three-dimensional shape perception 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 which can quickly generate global volume shadow and achieve a translucent effect based on the transfer function, so as to improve 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 algorithms to accelerate volume rendering. In addition, its scalable slice-based volume rendering framework can be combined with several traditional volume rendering frameworks.

交互式体积光照绘制中基于GPU的单绘制遍多切片算法

罗德宁,林毅,张建伟
四川大学计算机学院,中国成都市,610065
摘要:体绘制在医学成像和工程应用领域发挥着重要作用。为获得更好的体数据三维形状感知,近年来人们在真实感光照体绘制方面进行了大量研究。然而,交互式体绘制的计算开销异常高,当数据量和算法复杂度增加时,问题的可解性受到不利影响。本文提出一种基于GPU的可扩展单绘制遍多切片(multi-slice per pass,MSPP)体绘制算法,该算法可以快速生成全局体阴影,并基于传递函数实现半透明效果,以改善体数据的形状和深度感知。对真实数据的测试表明,MSPP在不损失光照效果的情况下显著优于一些复杂的体积阴影算法,例如半角切片(half-angle slicing)。此外,MSPP易于集成到基于sort-first或sort-last算法的并行渲染框架中,以加速体绘制。此外,基于本文中可扩展切片的体绘制框架能够与多种传统体绘制框架结合。

关键词:体绘制;体积光照;体数据;单绘制遍多切片

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