Efficiently using graphics hardware in volume rendering applications

Ruediger Westermann, Thomas Ertl

Research output: Contribution to conferencePaperpeer-review

228 Scopus citations

Abstract

OpenGL and its extensions provide access to advanced per-pixel operations available in the rasterization stage and in the frame buffer hardware of modern graphics workstations. With these mechanisms, completely new rendering algorithms can be designed and implemented in a very particular way. In this paper we extend the idea of extensively using graphics hardware for the rendering of volumetric data sets in various ways. First, we introduce the concept of clipping geometries by means of stencil buffer operations, and we exploit pixel textures for the mapping of volume data to spherical domains. We show ways to use 3D textures for the rendering of lighted and shaded iso-surfaces in real-time without extracting any polygonal representation. Second, we demonstrate that even for volume data on unstructured grids, where only software solutions exist up to now, both methods, iso-surface extraction and direct volume rendering, can be accelerated to new rates of interactivity by simple polygon drawing and frame buffer operations.

Original languageEnglish
Pages169-176
Number of pages8
StatePublished - 1998
Externally publishedYes
EventProceedings of the 1998 Annual Conference on Computer Graphics, SIGGRAPH - Orlando, FL, USA
Duration: 19 Jul 199824 Jul 1998

Conference

ConferenceProceedings of the 1998 Annual Conference on Computer Graphics, SIGGRAPH
CityOrlando, FL, USA
Period19/07/9824/07/98

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