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Accelerating volume raycasting using proxy spheres

  • Baoquan Liu
  • , Gordon Clapworthy
  • , Feng Dong

Research output: Contribution to journalArticlepeer-review

11 Citations (Scopus)

Abstract

In this paper, we propose an efficient solution that addresses the performance problems of current single-pass GPU raycasting algorithms. Our paper provides more control over the rendering process by introducing tighter ray segments for raycasting, while at the same time avoiding the introduction of any new rendering artefacts. We achieve this by dynamically generating, on the GPU, a coarsely fitted proxy geometry, composed of spheres, for the active blocks. The spheres are then rasterised into two z-buffers by a single rendering pass. The resulting two z-buffers are used as the first-hit and last-hit points for the subsequent raycaster. With this approach, only the valid ray segments between the two z-buffers need to be sampled during raycasting. This also provides more coherent parallelism on the GPU due to more consistent ray length and avoidance of the overheads and dynamic branching of performing checks on a per-sample basis during the raycasting pass. Our technique is ideal for dynamic data exploration in which both the transfer function and view parameters need to be changed frequently at runtime. The rendering results of our algorithm are identical to the general cube-based proxy geometry algorithm, but the performance can be up to 15.7 times faster. Furthermore, the approach can be adopted by any existing raycasting system in a straightforward way.
Original languageEnglish
Pages (from-to)839-846
JournalComputer Graphics Forum
Volume28
Issue number3
DOIs
Publication statusPublished - 27 Jul 2009

Keywords

  • GPU
  • graphics processing unit (GPU)

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