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[Author] Sukhyun LIM(2hit)

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  • A Half-Skewed Octree for Volume Ray Casting

    Sukhyun LIM  Byeong-Seok SHIN  

     
    PAPER-Computer Graphics

      Vol:
    E90-D No:7
      Page(s):
    1085-1091

    A hierarchical representation formed by an octree for a volume ray casting is a well-known data structure to skip over transparent regions requiring little preprocessing and storage. However, it accompanies unnecessary comparison and level shift between octants. We propose a new data structure named half-skewed octree, which is an auxiliary octree to support the conventional octree. In preprocessing step, a half-skewed octree selects eight different child octants in each generation step compared with the conventional octree. During rendering, after comparing an octant of the conventional octree with corresponding octant of the half-skewed octree simultaneously at the same level, a ray chooses one of two octants to jump over transparent regions farther away. By this method, we can reduce unnecessary comparison and level shift between octants. Another problem of a conventional octree structure is that it is difficult to determine a distance from the boundary of a transparent octant to opposite boundary. Although we exploit the previously proposed distance template, we cannot expect the acceleration when a ray direction is almost parallel to the octant's boundary. However, our method can solve it without additional operations because a ray selects one octant to leap farther away. As a result, our approach is much faster than the method using conventional octree while preserving image quality and requiring minimal storage.

  • Efficient Space-Leaping Using Optimal Block Sets

    Sukhyun LIM  Byeong-Seok SHIN  

     
    PAPER-Computer Graphics

      Vol:
    E88-D No:12
      Page(s):
    2864-2870

    There are several optimization techniques available for improving rendering speed of direct volume rendering. An acceleration method using the hierarchical min-max map requires little preprocessing and data storage while preserving image quality. However, this method introduces computational overhead because of unnecessary comparison and level shift between blocks. In this paper, we propose an efficient space-leaping method using optimal-sized blocks. To determine the size of blocks, our method partitions an image plane into several uniform grids and computes the minimum and the maximum depth values for each grid. We acquire optimal block sets suitable for individual rays from these values. Experimental results show that our method reduces rendering time when compared with the previous min-max octree method.