Transfer-Function-Independent Acceleration Structure for Volume Rendering in Virtual Reality

dc.contributor.authorFaludi, Balázsen_US
dc.contributor.authorZentai, Norberten_US
dc.contributor.authorZelechowski, Mareken_US
dc.contributor.authorZam, Azharen_US
dc.contributor.authorRauter, Georgen_US
dc.contributor.authorGriessen, Mathiasen_US
dc.contributor.authorCattin, Philippe C.en_US
dc.contributor.editorBinder, Nikolaus and Ritschel, Tobiasen_US
dc.date.accessioned2021-07-05T07:46:54Z
dc.date.available2021-07-05T07:46:54Z
dc.date.issued2021
dc.description.abstractVisualizing volumetric medical datasets in a virtual reality environment enhances the sense of scale and has a wide range of applications in diagnostics, simulation, training, and surgical planning. To avoid motion sickness, rendering at the native refresh rate of the head-mounted display is important, and frame drops have to be avoided. Despite these strict requirements and the high computational complexity of direct volume rendering, it is feasible to provide a comfortable experience using volume ray casting on modern hardware. Many implementations use precomputed gradients or illumination to achieve the targeted frame rate, and most rely on acceleration structures, such as distance maps or octrees, to speed up the ray marching shader. With many of these techniques, the opacity of voxels is baked into the precomputed data, requiring a recomputation when the opacity changes. This makes it difficult to implement features that lead to a sudden change in voxel opacity, such as real-time transfer function editing, transparency masking, or toggling the visibility of segmented tissues. In this work, we present an empty space skipping technique using an octree that does not have to be recomputed when the transfer function is changed and performs well even when more complex transfer functions are used. We encode the content of the volume as bitfields in the octree and are able to skip empty areas, even with transfer functions that cannot efficiently be represented as a simple range of voxel values. We show that our approach allows arbitrarily editing of the transfer function in real-time while maintaining the target frame rate of 90 Hz.en_US
dc.description.sectionheadersHigh-Performance Rendering
dc.description.seriesinformationHigh-Performance Graphics - Symposium Papers
dc.identifier.doi10.2312/hpg.20211279
dc.identifier.isbn978-3-03868-156-4
dc.identifier.issn2079-8687
dc.identifier.pages1-10
dc.identifier.urihttps://doi.org/10.2312/hpg.20211279
dc.identifier.urihttps://diglib.eg.org:443/handle/10.2312/hpg20211279
dc.publisherThe Eurographics Associationen_US
dc.subjectComputing methodologies
dc.subjectVirtual reality
dc.subjectRendering
dc.subjectRay tracing
dc.subjectHuman centered computing
dc.subjectVirtual reality
dc.titleTransfer-Function-Independent Acceleration Structure for Volume Rendering in Virtual Realityen_US
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