ABSTRACT

In this paper, we propose an improved curvature-based GPU (Graphics Processing Unit) isosurface ray-casting technique. Our method adopts the fast evaluation method proposed by Sigg et al. [1] to find the isosurface, but replaces the computation of the gradient and Hessian with the de Boor algorithm. In this way, we can reduce the number of additional texture fetches from 84 to 27 thus improving the performance by up to  30%, depending on the platforms.

KEYWORD

볼륨 렌더링, GPU 레이캐스팅, 곡률기반 렌더링, 드 부어 알고리즘

REFERENCES(9)open

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  2. [book] M. Hadwiger / 2006 / Real-time Volume Graphics / A. K. Peters, Ltd

  3. [jounal] P. Ljung / 2016 / State of the Art in Transfer Functions for Direct Volume Rendering / Computer Graphics Forum 35 (3) : 669 ~ 691

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  8. [jounal] J. Chen / 2015 / GPU-based polygonization and optimization for implicit surfaces / The Visual Computer 31 (2) : 119 ~ 130

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