EGGH00: SIGGRAPH/Eurographics Workshop on Graphics Hardware 2000
https://diglib.eg.org:443/handle/10.2312/335
ISBN 1-58113-257-32024-03-29T05:32:38ZThe RACE II Engine for Real-Time Volume Rendering
https://diglib.eg.org:443/handle/10.2312/EGGH.EGGH00.129-137
The RACE II Engine for Real-Time Volume Rendering
Ray, Harvey; Silver, Deborah
I. Buck and G. Humphreys and P. Hanrahan
In this paper, we present the RACE II Engine, which uses a hybrid volume rendering methodology that combines algorithmic and hardware acceleration to maximize ray casting performance relative the total amount of volume memory throughput contained in the system. The challenge for future volume rendering accelerators will be the ability to process higher resolution datasets at over 10Hz without utilizing large-scale, and therefore, expensive designs. The limiting performance factor for large datasets will be the throughput between the volume memory subsystem and computational units. Unfortunately, the throughput between memory devices and computational units does not scale with Moore s law. As a result, memory efficient solutions are needed that maximize the input-output relationship between volume memory throughput and frame rate. The RACE II design utilizes this approach and achieves an input-output relationship of up to 4 x larger than many solutions proposed in literature. As a result, this architecture is well suited for meeting the challenges of next generation datasets.
2000-01-01T00:00:00ZGI-Cube: An Architecture for Volumetric Global Illumination and Rendering
https://diglib.eg.org:443/handle/10.2312/EGGH.EGGH00.119-129
GI-Cube: An Architecture for Volumetric Global Illumination and Rendering
Dachille, Frank; Kaufman, Arie
I. Buck and G. Humphreys and P. Hanrahan
The power and utility of volume rendering is increased by global illumination. We present a hardware architecture, GI-Cube, designed to accelerate volume rendering, empower volumetric global illumination, and enable a host of ray-based volumetric processing. The algorithm reorders ray processing based on a partitioning of the volume. A cache enables efficient processing of coherent rays within a hardware pipeline. We study the flexibility and performance of this new architecture using both high and low level simulations.
2000-01-01T00:00:00ZInteractive Volume Rendering on Standard PC Graphics Hardware Using Multi-Textures and Multi-Stage Rasterization
https://diglib.eg.org:443/handle/10.2312/EGGH.EGGH00.109-118
Interactive Volume Rendering on Standard PC Graphics Hardware Using Multi-Textures and Multi-Stage Rasterization
Rezk-Salama, C.; Engel, K.; Bauer, M.; Greiner, G.; Ertl, T.
I. Buck and G. Humphreys and P. Hanrahan
Interactive direct volume rendering has yet been restricted to high-end graphics workstations and special-purpose hardware, due to the large amount of trilinear interpolations, that are necessary to obtain high image quality. Implementations that use the 2D-texture capabilities of standard PC hardware, usually render object-aligned slices in order to substitute trilinear by bilinear interpolation. However the resulting images often contain visual artifacts caused by the lack of spatial in terpolation.In this paper we propose new rendering techniques that significantly improve both performance and image quality of the 2D-texture based approach. We will show how multi-texturing capabilities of modern consumer PC graphbicosards are exploited to enable in teractive high quality volume visualization on low-cost hardware. Furthermore we demonstrate how multi-stage rasterization hardware can be used to eĆciently render shaded isosurfaces and to compute diffuse illumination for semi-transparent volume rendering at interactive frame rates.
2000-01-01T00:00:00ZHybrid Sort-First and Sort-Last Parallel Rendering with a Cluster of PCs
https://diglib.eg.org:443/handle/10.2312/EGGH.EGGH00.097-108
Hybrid Sort-First and Sort-Last Parallel Rendering with a Cluster of PCs
Samanta, Rudrajit; Funkhouser, Thomas; Li, Kai; Singh, Jaswinder Pal
I. Buck and G. Humphreys and P. Hanrahan
We investigate a new hybrid of sort-first and sort-last approach for parallel polygon rendering, using as a target platform a cluster of PCs. Unlike previous methods that statically partition the 3D model and/or the 2D image, our approach performs dynamic, viewdependent and coordinated partitioning of both the 3D model and the 2D image. Using a specific algorithm that follows this approach, we show that it performs better than previous approaches and scales better with both processor count and screen resolution. Overall, our algorithm is able to achieve interactive frame rates with efficiencies of 55.0% to 70.5% during simulations of a system with 64 PCs. While it does have potential disadvantages in client-side processing and in dynamic data management which also stem from its dynamic, view-dependent nature these problems are likely to diminish with technology trends in the future.
2000-01-01T00:00:00Z