GPU-based Frequency Domain Volume Rendering

Ivan Viola, Armin Kanitsar, Meister Eduard Gröller
GPU-based Frequency Domain Volume Rendering
In Proceedings of SCCG 2004, pages 49-58. April 2004.
[Paper]

Information

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.

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BibTeX

@inproceedings{Viola-2004-GPU,
  title =      "GPU-based Frequency Domain Volume Rendering",
  author =     "Ivan Viola and Armin Kanitsar and Meister 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,
  booktitle =  "Proceedings of SCCG 2004",
  isbn =       "80-223-1730-6",
  note =       "second-best paper award!",
  pages =      "49--58",
  keywords =   "Fourier Transform, Fourier Volume Rendering, Hardware
               Acceleration",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2004/Viola-2004-GPU/",
}