TY - GEN
T1 - Empty Space Skipping and Occlusion Clipping for Texture-based Volume Rendering
AU - Li, Wei
AU - Mueller, Klaus
AU - Kaufman, Arie
PY - 2003
Y1 - 2003
N2 - We propose methods to accelerate texture-based volume rendering by skipping invisible voxels. We partition the volume into sub-volumes, each containing voxels with similar properties. Sub-volumes composed of only voxels mapped to empty by the transfer function are skipped. To render the adaptively partitioned sub-volumes in visibility order, we reorganize them into an orthogonal BSP tree. We also present an algorithm that computes incrementally the intersection of the volume with the slicing planes, which avoids the overhead of the intersection and texture coordinates computation introduced by the partitioning. Rendering with empty space skipping is 2 to 5 times faster than without it. To skip occluded voxels, we introduce the concept of orthogonal opacity map, that simplifies the transformation between the volume coordinates and the opacity map coordinates, which is intensively used for occlusion detection. The map is updated efficiently by the GPU. The sub-volumes are then culled and clipped against the opacity map. We also present a method that adaptively adjusts the optimal number of the opacity map updates. With occlusion clipping, about 60% of non-empty voxels can be skipped and an additional 80% speedup on average is gained for iso-surface-like rendering.
AB - We propose methods to accelerate texture-based volume rendering by skipping invisible voxels. We partition the volume into sub-volumes, each containing voxels with similar properties. Sub-volumes composed of only voxels mapped to empty by the transfer function are skipped. To render the adaptively partitioned sub-volumes in visibility order, we reorganize them into an orthogonal BSP tree. We also present an algorithm that computes incrementally the intersection of the volume with the slicing planes, which avoids the overhead of the intersection and texture coordinates computation introduced by the partitioning. Rendering with empty space skipping is 2 to 5 times faster than without it. To skip occluded voxels, we introduce the concept of orthogonal opacity map, that simplifies the transformation between the volume coordinates and the opacity map coordinates, which is intensively used for occlusion detection. The map is updated efficiently by the GPU. The sub-volumes are then culled and clipped against the opacity map. We also present a method that adaptively adjusts the optimal number of the opacity map updates. With occlusion clipping, about 60% of non-empty voxels can be skipped and an additional 80% speedup on average is gained for iso-surface-like rendering.
KW - Empty space skipping
KW - Graphics hardware
KW - Occlusion clipping
KW - Orthogonal opacity map
KW - Texture-based volume rendering
UR - https://www.scopus.com/pages/publications/0242676107
U2 - 10.1109/VISUAL.2003.1250388
DO - 10.1109/VISUAL.2003.1250388
M3 - Conference contribution
AN - SCOPUS:0242676107
SN - 0780381203
T3 - Proceedings of the IEEE Visualization Conference
SP - 317
EP - 324
BT - VIS 2003 Proceedings - IEEE Visualization 2003
PB - IEEE Computer Society
T2 - 14th IEEE Visualization Conference, VIS 2003
Y2 - 19 October 2003 through 24 October 2003
ER -