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An iterative programmable graphics process unit based on ray casting approach for virtual endoscopy system

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Wybrane pełne teksty z tego czasopisma
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Języki publikacji
EN
Abstrakty
EN
In this paper, a fast graphics process unit (GPU) based ray casting algorithm is presented to improve image quality. A linear interpolation is used to estimate the intersection between a ray and isosurfaces. Thus, resampling artefacts is greatly reduced and the performance is not influenced. An iterative estimation is presented to further improve image quality. According to the distance the ray goes across, z values in the z-buffer are modified to implement hiding of hybrid scenes. Experimental results show that the algorithm can produce high quality images at interactive frame rates and implement hiding of hybrid scenes very well.
Czasopismo
Rocznik
Strony
519--530
Opis fizyczny
Bibliogr. 14 poz.,
Twórcy
autor
  • Nanchang 330013, Jiangxi, China State Key Lab of Fire Science, University of Science and Technology of China
Bibliografia
  • [1] PFISTER H., Architectures for real-time volume rendering, Future Generation Computer Systems 15(1), 1999, pp. 1–9.
  • [2] VILANOVA I BARTROLÍ A., KÖNG A., GRÖLLER M.E., Cylindrical Approximation of Tubular Organs for Virtual Endoscopy, Technical Report TR-186-2-00-02, February 2000, Abteilung für Computergraphik, Institut für Computergraphik und Algorithmen, Technische Universität Wien, Austria.
  • [3] SHARGHI M., RICKETTS I.W., A novel method for accelerating the visualization process used in virtual colonoscopy, Proceedings of Fifth International Conference on Information Visualisation, 2001, San Diego, California, October 22–23, 2001, pp. 167–72.
  • [4] BRADY M., JUNG K., NGUYEN H.T., NGUYEN T., Two-phase perspective ray casting for interactive volume navigation, IEEE Visualization’97 Conference, Phoenix, Arizona, October 19–24, 1997, pp. 183–9.
  • [5] CULLIP T., NEUMANN U., Accelerating volume reconstruction with 3D texture mapping hardware, Technical Report TR93-027, Department of Computer Science, University of North Carolina, Chapel Hill, 1993.
  • [6] CABRAL B., CAM N., FORAN J., Accelerated volume rendering and tomographic reconstruction using texture mapping hardware, Proceedings of IEEE Symposium on Volume Visualization 1994, pp. 91–8.
  • [7] REZK-SALAMA C., ENGEL K., BAUER M., GREINER G., ERTL T., Interactive volume rendering on standard PC graphics hardware using multi-textures and multi-stage rasterization, [In] Proceedings of Graphics Hardware 2000, pp. 109–18.
  • [8] WESTERMANN R., ERTL T., Efficiently using graphics hardware in volume rendering applications, [In] Proceedings of SIGGRAPH’98, 1998, pp. 169–78.
  • [9] KRUGER J., WESTERMANN R., Acceleration techniques for GPU-based volume rendering, IEEE Visualization 2003, pp. 287–92.
  • [10] STEGMAIER S., STRENGERT M., KLEIN T., ERTL T., A simple and flexible volume rendering framework for graphics-hardware based raycasting, Fourth International Workshop on Volume Graphics, 2005, pp. 187–241.
  • [11] YOUNGMIN KIM, CHANG HA LEE, AMITABH VARSHNEY, Vertex–transformation streams, Graphical Models 68(), 2006, pp. 371–83.
  • [12] FIALKA O., CADK M., FFT and Convolution Performance in Image Filtering on GPU, Tenth International Conference on Information Visualization, 2006, pp. 609–14.
  • [13] KRUGER J., WESTERMANN R., Linear Algebra Operators for GPU Implementation of Numerical Algorithms, SIGGRAPH 2003, pp. 908–16.
  • [14] NEUBAUER A., MROZ L., HAUSER H., WEGENKITTLE R., Cell-based first-hit ray casting, Proceedings of the Symposium on Data, Visualization 2003, 2002, pp. 77–86.
Typ dokumentu
Bibliografia
Identyfikator YADDA
bwmeta1.element.baztech-article-BPW7-0009-0046
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