We present a method for fast volume rendering using
graphics hardware (GPU). To our knowledge, it is the first implementation
on the GPU. Based on the Shear-Warp algorithm, our
GPU-based method provides real-time frame rates and outperforms
the CPU-based implementation. When the number of slices is not
sufficient, we add in-between slices computed by interpolation. This
improves then the quality of the rendered images. We have also
implemented the ray marching algorithm on the GPU. The results
generated by the three algorithms (CPU-based and GPU-based Shear-
Warp, GPU-based Ray Marching) for two test models has proved that
the ray marching algorithm outperforms the shear-warp methods in
terms of speed up and image quality.
[1] M. Levoy, "Display of surfaces from volume data," IEEE Computer
Graphics and Applications, 1988.
[2] K. Subramanian and D. Fussel, "Applying space sudivision techniques
to volume rendering." IEEE Symposium on Data Visualization, 1990,
pp. 150-159.
[3] P. Lacroute, "Fast volume rendering using a shear-warp factorization
of the viewing transformation," Ph.D. dissertation, Stanford University,
1995.
[4] K. Engel, M. Kraus, and T. Ertl, "High quality pre-integrated volume
rendering using hardware-accelerated pixel shading."
[5] C. Rezk-Salam, K. Engel, M. Bauer, G. Greiner, and T. Ertl, "Interactive
volume rendering on standard pc graphics hardware using multi-textures
and multi-stage rasterization."
[6] Real-Time Volume Graphics. A.K. Peters, 2006.
[7] H. KELES, A. ES, and V. Isler, "Acceleration of volume rendering with
programmable graphics hardware," The Visual Computer, 2007.
[8] J. Kruger and R. Westermann, "Acceleration techniques for gpu-based
volume rendering."
[9] S. Roettger, S. Guthe, D. Weiskopf, T. Ertl, and W. Stasser, "Smart
hardware-accelerated volume rendering."
[10] S. Hounsfield, "e2phy.in2p3.fr/2002/actes/lisbona.doc."
[11] B. T. Phong, "Illumination for computer generated pictures," Commun.
ACM, vol. 18, no. 6, pp. 311-317, 1975.
[12] DCMTK, "http://dicom.offis.de/dcmtk.php.en."
[1] M. Levoy, "Display of surfaces from volume data," IEEE Computer
Graphics and Applications, 1988.
[2] K. Subramanian and D. Fussel, "Applying space sudivision techniques
to volume rendering." IEEE Symposium on Data Visualization, 1990,
pp. 150-159.
[3] P. Lacroute, "Fast volume rendering using a shear-warp factorization
of the viewing transformation," Ph.D. dissertation, Stanford University,
1995.
[4] K. Engel, M. Kraus, and T. Ertl, "High quality pre-integrated volume
rendering using hardware-accelerated pixel shading."
[5] C. Rezk-Salam, K. Engel, M. Bauer, G. Greiner, and T. Ertl, "Interactive
volume rendering on standard pc graphics hardware using multi-textures
and multi-stage rasterization."
[6] Real-Time Volume Graphics. A.K. Peters, 2006.
[7] H. KELES, A. ES, and V. Isler, "Acceleration of volume rendering with
programmable graphics hardware," The Visual Computer, 2007.
[8] J. Kruger and R. Westermann, "Acceleration techniques for gpu-based
volume rendering."
[9] S. Roettger, S. Guthe, D. Weiskopf, T. Ertl, and W. Stasser, "Smart
hardware-accelerated volume rendering."
[10] S. Hounsfield, "e2phy.in2p3.fr/2002/actes/lisbona.doc."
[11] B. T. Phong, "Illumination for computer generated pictures," Commun.
ACM, vol. 18, no. 6, pp. 311-317, 1975.
[12] DCMTK, "http://dicom.offis.de/dcmtk.php.en."
@article{"International Journal of Information, Control and Computer Sciences:56103", author = "Hadjira Bentoumi and Pascal Gautron and Kadi Bouatouch", title = "GPU-Based Volume Rendering for Medical Imagery", abstract = "We present a method for fast volume rendering using
graphics hardware (GPU). To our knowledge, it is the first implementation
on the GPU. Based on the Shear-Warp algorithm, our
GPU-based method provides real-time frame rates and outperforms
the CPU-based implementation. When the number of slices is not
sufficient, we add in-between slices computed by interpolation. This
improves then the quality of the rendered images. We have also
implemented the ray marching algorithm on the GPU. The results
generated by the three algorithms (CPU-based and GPU-based Shear-
Warp, GPU-based Ray Marching) for two test models has proved that
the ray marching algorithm outperforms the shear-warp methods in
terms of speed up and image quality.", keywords = "Volume rendering, graphics processors", volume = "4", number = "3", pages = "476-7", }