2017
DOI: 10.2352/issn.2470-1173.2017.1.vda-392
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Ray Traced Volume Clipping Using Multi-Hit BVH Traversal

Abstract: Clipping is an important operation in the context of direct volume rendering to gain an understanding of the inner structures of scientific datasets. Rendering systems often only support volume clipping with geometry types that can be described in a parametric form, or they employ costly multi-pass GPU approaches. We present a SIMD-friendly clipping algorithm for ray traced direct volume rendering that is compatible with arbitrary geometric surface primitives ranging from mere planes over quadric surfaces such… Show more

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Cited by 5 publications
(3 citation statements)
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References 33 publications
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“…On the client, we transform those samples to a point cloud that we render using first-hit ray tracing. We also experimented with multi-hit ray tracing [ZHL17], but as the results regarding image quality were mixed, we stuck with this simple approach that just colorizes each sphere according to its designated pixel color.…”
Section: Methodsmentioning
confidence: 99%
“…On the client, we transform those samples to a point cloud that we render using first-hit ray tracing. We also experimented with multi-hit ray tracing [ZHL17], but as the results regarding image quality were mixed, we stuck with this simple approach that just colorizes each sphere according to its designated pixel color.…”
Section: Methodsmentioning
confidence: 99%
“…Visionaray provides support for several features that are required to develop ray tracing algorithms, such as a streamlined texture interface that can be leveraged on both CPUs with vector instructions as well as on NVIDIA GPUs [ZPL15]. Visionaray supports several types of intersection queries, including the multi-hit query type [ZHL17]. Support for multiple primitive, material or light types in the same ray tracing program is provided by means of compile type polymorphism.…”
Section: Related Workmentioning
confidence: 99%
“…[WH06, Wal07, Kar12, GHFB13, MB18]. While some researchers have used acceleration data structures to implement volume rendering algorithms in the past [ZHL17], with the advent of hardware accelerated ray tracing on modern GPUs it is likely that the two research branches that are concerned with surface ray tracing on the one hand, and with volume ray casting on the other hand, are going to converge in the future.…”
Section: Related Workmentioning
confidence: 99%