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Acceleration of GPU-based Volume Rendering Using Vertex Splitting

정점분할을 이용한 GPU 기반 볼륨 렌더링의 가속 기법

  • Yoo, Seong-Yeol (Dept. of Computer Science & Information Engineering, Inha University) ;
  • Lee, Eun-Seok (Dept. of Computer Science & Information Engineering, Inha University) ;
  • Shin, Byeong-Seok (Dept. of Computer Science & Information Engineering, Inha University)
  • 유성열 (인하대학교 컴퓨터.정보공학과) ;
  • 이은석 (인하대학교 컴퓨터.정보공학과) ;
  • 신병석 (인하대학교 컴퓨터.정보공학과)
  • Received : 2012.01.26
  • Accepted : 2012.02.21
  • Published : 2012.04.20

Abstract

Visualizing a volume dataset with ray-casting which of visualization methods provides high quality image. However it spends too much time for rendering because the size of volume data are huge. Recently, various researches have been proposed to accelerate GPU-based volume rendering to solve these problems. In this paper, we propose an efficient GPU-based empty space skipping to accelerate volume ray-casting using octree traversal. This method creates min-max octree and searches empty space using vertex splitting. It minimizes the bounding polyhedron by eliminating empty space found in the octree traveral step. The rendering results of our method are identical to those of previous GPU-based volume ray-casting, with the advantage of faster run-time because of using minimized bounding polyhedron.

볼륨 광선 투사법은 볼륨 데이터를 가시화하는 기법 중 고화질 영상을 만들어내는 기법이다. 하지만 일반적으로 볼륨 데이터는 매우 크기 때문에 렌더링 시간이 오래 걸리는 문제가 있다. 이를 보완하기 위하여 최근에는 GPU를 이용하여 볼륨 광선 투사법을 가속화하는 많은 기법들이 연구되고 있다. 본 논문에서는 볼륨 광선 투사법을 가속화하기 위한 GPU 기반의 옥트리 탐색을 통한 효과적인 빈 공간 도약 기법을 제안한다. 여기서는 최대-최소 옥트리를 생성하고 옥트리의 루트 노드부터 정점분할을 이용하여 빈 공간을 식별한다. 찾아낸 빈 공간을 삭제함으로써 볼륨 데이터에서 의미 있는 객체를 둘러싸는 바운딩 다면체를 최소화 시킨다. 최소화 된 바운딩 다면체에 대해서만 렌더링을 진행함으로써 기존의 볼륨 광선 투사법과 비교하여 빠른 시간에 동일한 결과물을 생성한다.

Keywords

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  1. Intermixing Surface and Volume Visualization Using Layered Depth Images vol.13, pp.2, 2013, https://doi.org/10.7583/JKGS.2013.13.2.99