Texture Partitioning and Packing for Accelerating Texture-based Volume Rendering

To apply empty space skipping in texture-based volume rendering, we partition the texture space with a box-growing algorithm. Each sub-texture comprises of neighboring voxels with similar densities and gradient magnitudes. Sub-textures with similar range of density and gradient magnitude are then packed into larger ones to reduce the number of textures. The partitioning and packing is independent on the transfer function. During rendering, the visibility of the boxes are determined by whether any of the enclosed voxel is assigned a non-zero opacity by the current transfer function. Only the subtextures from the visible boxes are blended and only the packed textures containing visible sub-textures reside in the texture memory. We arrange the densities and the gradients into separate textures to avoid storing the empty regions in the gradient texture, which is transfer function independent. The partitioning and packing can be considered as a lossless texture compression with an average compression rate of 3.1:1 for the gradient textures. Running on the same hardware and generating identical images, the proposed method however renders 3 to 6 times faster on average than traditional approaches for various datasets in different rendering modes.

[1]  Torsten Möller,et al.  Accelerated Splatting using a 3D Adjacency Data Structure , 2001, Graphics Interface.

[2]  M. Bauer,et al.  Interactive volume on standard PC graphics hardware using multi-textures and multi-stage rasterization , 2000, Workshop on Graphics Hardware.

[3]  Marc Levoy,et al.  Efficient ray tracing of volume data , 1990, TOGS.

[4]  Thomas Ertl,et al.  High-quality unstructured volume rendering on the PC platform , 2002, HWWS '02.

[5]  Arie E. Kaufman,et al.  Towards a comprehensive volume visualization system , 1992, Proceedings Visualization '92.

[6]  Arie E. Kaufman,et al.  Accelerating volume rendering with texture hulls , 2002, Symposium on Volume Visualization and Graphics, 2002. Proceedings. IEEE / ACM SIGGRAPH.

[7]  StefanGuthe StefanRoettger,et al.  High-Quality Unstructured Volume Rendering on the PC Platform , 2002 .

[8]  Olivier Devillers,et al.  The Macro-Regions: An Efficient Space Subdivision Structure for Ray Tracing , 1989, Eurographics.

[9]  Klaus Mueller,et al.  Empty space skipping and occlusion clipping for texture-based volume rendering , 2003, IEEE Visualization, 2003. VIS 2003..

[10]  Gabriel Taubin,et al.  Space‐Optimized Texture Maps , 2002 .

[11]  Bernd Hamann,et al.  Multiresolution techniques for interactive texture-based volume visualization , 1999, Proceedings Visualization '99 (Cat. No.99CB37067).

[12]  M. Levoy,et al.  Fast volume rendering using a shear-warp factorization of the viewing transformation , 1994, SIGGRAPH.

[13]  Roberto Scopigno,et al.  Multiresolution volume visualization with a texture-based octree , 2001, The Visual Computer.

[14]  Martin Kraus,et al.  Adaptive texture maps , 2002, HWWS '02.

[15]  Wolfgang Straßer,et al.  Interactive Lighting Models and Pre-Integration for Volume Rendering on PC Graphics Accelerators , 2002, Graphics Interface.

[16]  D. Cohen,et al.  Proximity clouds — an acceleration technique for 3D grid traversal , 1994, The Visual Computer.

[17]  Martin Kraus,et al.  High-quality pre-integrated volume rendering using hardware-accelerated pixel shading , 2001, HWWS '01.