Accelerated volume ray-casting using texture mapping

R. Westermann, B. Sevenich

Research output: Contribution to conferencePaperpeer-review

29 Scopus citations

Abstract

Acceleration techniques for volume ray-casting are primarily based on pre-computed data structures that allow one to efficiently traverse empty or homogeneous regions. In order to display volume data that successively undergoes color lookups, however, the data structures have to be re-built continuously. In this paper we propose a technique that circumvents this drawback using hardware accelerated texture mapping. In a first rendering pass we employ graphics hardware to interactively determine for each ray where the material is hit. In a second pass ray-casting is performed, but ray traversal starts right in front of the previously determined regions. The algorithm enables interactive classification and it considerably accelerates the view dependent display of selected materials and surfaces from volume data. In contrast to other techniques that are solely based on texture mapping our approach requires less memory and accurately performs the composition of material contributions along the ray.

Original languageEnglish
Pages271-277
Number of pages7
StatePublished - 2001
Externally publishedYes
EventVisualization 2001 - San Diego, CA, United States
Duration: 21 Oct 200126 Oct 2001

Conference

ConferenceVisualization 2001
Country/TerritoryUnited States
CitySan Diego, CA
Period21/10/0126/10/01

Keywords

  • Graphics Hardware
  • Ray-Casting
  • Texture Mapping
  • Visualization
  • Volume Rendering

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