Multi-layer Volume Ray Casting on GPU

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Date
2010
Authors
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Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
We present multi-layer volume ray casting that integrates various volume rendering enhancements into a unified framework, including empty-space skipping, volume clipping, embedding opaque and semi-transparent objects, volume editing through constructional solid geometry (CSG) operations, etc. The central idea is to consider all these objects as volume-of-interests(VOIs). Each VOI is assigned a priority number to determine how the overlapped regions are handled. All the information of the VOIs are encoded into a ray-layer buffer through depth peeling combined with layer simplification. Each pixel of a ray-layer buffer contains the information of a set of ray segments, including the starting locations and the material IDs. The multi-layer ray caster then renders (or skips) each ray segment with the proper viewing parameters depending on the material IDs. The ray-layer buffer is also used to estimate the gradients of surfaces between the layers to improve shading.
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@inproceedings{
:10.2312/VG/VG10/005-012
, booktitle = {
IEEE/ EG Symposium on Volume Graphics
}, editor = {
Ruediger Westermann and Gordon Kindlmann
}, title = {{
Multi-layer Volume Ray Casting on GPU
}}, author = {
Li, Wei
}, year = {
2010
}, publisher = {
The Eurographics Association
}, ISSN = {
1727-8376
}, ISBN = {
978-3-905674-23-1
}, DOI = {
/10.2312/VG/VG10/005-012
} }
Citation