Hardware-Accelerated Frequency Domain Volume Rendering

Information

  • Visibility: hidden
  • Publication Type: Journal Paper (without talk)
  • Workgroup(s)/Project(s):
  • Date: September 2004
  • ISSN: 1811-8992
  • Journal: Computer Graphics & Geometry
  • Note: Internet Journal: http://elibrary.ru/cgg
  • Number: 2
  • Pages (from): 60
  • Pages (to): 79
  • Volume: 6
  • Keywords: Fourier Volume Rendering, Hartley Transform, Hardware Acceleration, Interpolation, Fourier Transform

Abstract

Frequency domain volume rendering (FVR) is a volume rendering technique with lower computational complexity as compared to other volume rendering techniques. In this paper the original FVR algorithm is significantly accelerated by performing the rendering stage computations on 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 preprocessing step.

In the rendering step first the projection slice is extracted. The pre-computed frequency response of the three-dimensional data is stored as a 3D texture. Four different interpolation schemes for resampling the slice out of a 3D texture are presented. The resampled slice is then transformed back into the spatial domain using the inverse Fast Fourier or Fast Hartley Transform. The rendering step is implemented as a set of shader programs and is executed on running on programmable graphics hardware achieving highly interactive framerates.

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BibTeX

@article{viola-2004-har2,
  title =      "Hardware-Accelerated 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 volume rendering techniques. In this paper
               the original FVR algorithm is significantly accelerated by
               performing the rendering stage computations on 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 preprocessing step.  In the rendering step first
               the projection slice is extracted. The pre-computed
               frequency response of the three-dimensional data is stored
               as a 3D texture. Four different interpolation schemes for
               resampling the slice out of a 3D texture are presented. The
               resampled slice is then transformed back into the spatial
               domain using the inverse Fast Fourier or Fast Hartley
               Transform. The rendering step is implemented as a set of
               shader programs and is executed on running on programmable
               graphics hardware achieving highly interactive framerates.",
  month =      sep,
  issn =       "1811-8992",
  journal =    "Computer Graphics & Geometry",
  note =       "Internet Journal: http://elibrary.ru/cgg",
  number =     "2",
  volume =     "6",
  pages =      "60--79",
  keywords =   "Fourier Volume Rendering, Hartley Transform, Hardware
               Acceleration, Interpolation, Fourier Transform",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2004/viola-2004-har2/",
}