Information
- Publication Type: Conference Paper
- Workgroup(s)/Project(s):
- Date: April 2004
- ISBN: 80-223-1730-6
- Note: second-best paper award!
- Booktitle: Proceedings of SCCG 2004
- Pages: 49 – 58
- Keywords: Fourier Transform, Fourier Volume Rendering, Hardware Acceleration
Abstract
Frequency domain volume rendering (FVR) is a volume rendering technique with lower computational complexity as compared to other techniques. In this paper the FVR algorithm is accelerated by factor of 17 by mapping the rendering stage to the GPU. The overall hardware-accelerated pipeline is discussed and the changes according to previous work are pointed out. The three-dimensional transformation into frequency domain is done in a pre-processing step. The rendering step is computed completely on the GPU. First the projection slice is extracted. Four different interpolation schemes are used for resampling the slice from the data represented by a 3D texture. The extracted slice is transformed back into the spatial domain using the inverse Fast Fourier or Fast Hartley Transform. The rendering stage is implemented through shader programs running on programmable graphics hardware achieving highly interactive framerates.Additional Files and Images
Weblinks
No further information available.BibTeX
@inproceedings{Viola-2004-GPU,
title = "GPU-based Frequency Domain Volume Rendering",
author = "Ivan Viola and Armin Kanitsar and Eduard Gr\"{o}ller",
year = "2004",
abstract = "Frequency domain volume rendering (FVR) is a volume
rendering technique with lower computational complexity as
compared to other techniques. In this paper the FVR
algorithm is accelerated by factor of 17 by mapping the
rendering stage to the GPU. The overall hardware-accelerated
pipeline is discussed and the changes according to previous
work are pointed out. The three-dimensional transformation
into frequency domain is done in a pre-processing step. The
rendering step is computed completely on the GPU. First the
projection slice is extracted. Four different interpolation
schemes are used for resampling the slice from the data
represented by a 3D texture. The extracted slice is
transformed back into the spatial domain using the inverse
Fast Fourier or Fast Hartley Transform. The rendering stage
is implemented through shader programs running on
programmable graphics hardware achieving highly interactive
framerates.",
month = apr,
isbn = "80-223-1730-6",
note = "second-best paper award!",
booktitle = "Proceedings of SCCG 2004",
pages = "49--58",
keywords = "Fourier Transform, Fourier Volume Rendering, Hardware
Acceleration",
URL = "https://www.cg.tuwien.ac.at/research/publications/2004/Viola-2004-GPU/",
}