ABSTRACT

This paper presents a real-time GPU (Graphics Processing Unit) isosurface ray-caster that improves the performance by 4–7folds from our previous method, while keeping the superior visual quality. Such an improvement is achieved by incorporating an efficient empty-space skipping scheme and an analytic normal computation. The empty-space skipping scheme is done by building an min/max octree computed from the BB(Bernstein-B´ezier)-form of spline pieces and the analytic normal formula provides not only a nice visual quality but also an improved evaluation performance.

KEYWORD

GPU, Ray-casting, BCC volume datasets, Box-splines

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