TY - GEN
T1 - GPU accelerated image aligned splatting
AU - Neophytou, Neophytos
AU - Mueller, Klaus
PY - 2005
Y1 - 2005
N2 - Splatting is a popular technique for volume rendering, where voxels are represented by Gaussian kernels, whose pre-integrated footprints are accumulated to form the image. Splatting has been mainly used to render pre-shaded volumes, which can result in significant blurring in zoomed views. This can be avoided in the image-aligned splatting scheme, where one accumulates kernel slices into equi-distant, parallel sheet buffers, followed by classification, shading, and compositing. In this work we attempt to evolve this algorithm to the next level: GPU based acceleration. First we describe the challenges that the highly parallel "Gather" architecture of modern GPUs poses to the "Scatter" based nature of a splatting algorithm. We then describe a number of strategies that exploit newly introduced features of the latest-generation hardware to address these limitations. Two crucial operations to boost the performance in image-aligned splatting are the early elimination of hidden splats and the skipping of empty buffer-space. We will describe mechanisms which take advantage of the early z-culling hardware facilities to accomplish both of these operations efficiently in hardware.
AB - Splatting is a popular technique for volume rendering, where voxels are represented by Gaussian kernels, whose pre-integrated footprints are accumulated to form the image. Splatting has been mainly used to render pre-shaded volumes, which can result in significant blurring in zoomed views. This can be avoided in the image-aligned splatting scheme, where one accumulates kernel slices into equi-distant, parallel sheet buffers, followed by classification, shading, and compositing. In this work we attempt to evolve this algorithm to the next level: GPU based acceleration. First we describe the challenges that the highly parallel "Gather" architecture of modern GPUs poses to the "Scatter" based nature of a splatting algorithm. We then describe a number of strategies that exploit newly introduced features of the latest-generation hardware to address these limitations. Two crucial operations to boost the performance in image-aligned splatting are the early elimination of hidden splats and the skipping of empty buffer-space. We will describe mechanisms which take advantage of the early z-culling hardware facilities to accomplish both of these operations efficiently in hardware.
UR - https://www.scopus.com/pages/publications/33745234233
U2 - 10.1109/vg.2005.194115
DO - 10.1109/vg.2005.194115
M3 - Conference contribution
AN - SCOPUS:33745234233
SN - 3905673266
SN - 9783905673265
T3 - Volume Graphics 2005 Eurographics/IEEE VGTC Workshop Proceedings - Fourth International Workshop on Volume Graphics
SP - 197
EP - 205
BT - Volume Graphics 2005 Eurographics/IEEE VGTC Workshop Proceedings - Fourth International Workshop on Volume Graphics
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - Fourth International Workshop on Volume Graphics 2005
Y2 - 20 June 2005 through 21 June 2005
ER -