Fast volumetric deformation on general purpose hardware
Author(s) -
Christof RezkSalama,
Michael Scheuering,
Grzegorz Soza,
G. Greiner
Publication year - 2001
Publication title -
citeseer x (the pennsylvania state university)
Language(s) - English
Resource type - Conference proceedings
ISBN - 1-58113-407-X
DOI - 10.1145/383507.383517
Subject(s) - shader , computer science , rendering (computer graphics) , computer graphics (images) , volume rendering , vertex (graph theory) , texture mapping , computer graphics , software rendering , piecewise linear function , pixel , interpolation (computer graphics) , graphics , volume (thermodynamics) , graphics hardware , computer vision , artificial intelligence , 3d computer graphics , animation , theoretical computer science , mathematics , graph , physics , geometry , quantum mechanics
High performance deformation of volumetric objects is a common problem in computer graphics that has not yet been handled sufficiently. As a supplement to 3D texture based volume rendering, a novel approach is presented, which adaptively subdivides the volume into piecewise linear patches. An appropriate mathematical model based on tri-linear interpolation and its approximations is proposed. New optimizations are introduced in this paper which are especially tailored to an efficient implementation using general purpose rasterization hardware, including new technologies, such as vertex programs and pixel shaders. Additionally, a high performance model for local illumination calculation is introduced, which meets the aesthetic requirements of visual arts and entertainment. The results demonstrate the significant performance benefit and allow for time-critical applications, such as computer assisted surgery.
Accelerating Research
Robert Robinson Avenue,
Oxford Science Park, Oxford
OX4 4GP, United Kingdom
Address
John Eccles HouseRobert Robinson Avenue,
Oxford Science Park, Oxford
OX4 4GP, United Kingdom