Slab-Based Raycasting: Exploiting GPU Computing for Volume Visualization

Mensmann Jörg, Ropinski Timo, Hinrichs Klaus

Research article (book contribution) | Peer reviewed

Abstract

The ray traversal in GPU-based volume raycasting is usually implemented in a fragment shader, utilizing the hardware in a way that was not originally intended. New programming interfaces for GPU computing, such as CUDA or OpenCL, support a more general programming model and the use of additional device features, which are not accessible through traditional shader programming. In this paper we first compare fragment shader implementations of basic raycasting to implementations directly translated to CUDA kernels. Then we propose a new slab-based raycasting technique that is modeled specifically to use the additional device features to accelerate volume rendering. We conclude that new GPU computing approaches can only gain a small performance advantage when directly porting the basic raycasting algorithm. However, they can be beneficial through novel acceleration methods that use the hardware features not available to shader implementations.

Details about the publication

PublisherRichard Paul, Braz José
Book titleComputer Vision, Imaging and Computer Graphics. Theory and Applications - International Joint Conference, VISIGRAPP 2010, Angers, France, May 17-21, 2010. Revised Selected Papers
Page range246-259
Publishing companySpringer VDI Verlag
Place of publicationBerlin, Heidelberg
Title of seriesCommunications in Computer and Information Science (ISSN: 1865-0929)
Volume of series229
StatusPublished
Release year2011
Language in which the publication is writtenEnglish
ISBN978-3-642-25381-2
DOI10.1007/978-3-642-25382-9_17
Link to the full texthttp://viscg.uni-muenster.de/publications/2011/MRH11

Authors from the University of Münster

Hinrichs, Klaus
Professorship for applied computer science
Mensmann, Jörg
Institute of Computer Science
Ropinski, Timo
Institute of Computer Science