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Junda ZHANG Libing JIANG Longxing KONG Li WANG Xiao'an TANG
In this letter, we present a novel method for reconstructing continuous data field from scattered point data, which leads to a more characteristic visualization result by volume rendering. The gradient distribution of scattered point data is analyzed for local feature investigation via singular-value decomposition. A data-adaptive ellipsoidal shaped function is constructed as the penalty function to evaluate point weight coefficient in MLS approximation. The experimental results show that the proposed method can reduce the reconstruction error and get a visualization with better feature discrimination.
Yuji MISAKI Fumihiko INO Kenichi HAGIHARA
We propose a cache-aware method to accelerate texture-based volume rendering on a graphics processing unit (GPU) that is compatible with the compute unified device architecture. The proposed method extends a previous method such that it can maximize the average rendering performance while rotating the viewing direction around a volume. To realize this, the proposed method performs in-place rotation of volume data, which rearranges the order of voxels to allow consecutive threads (warps) to refer to voxels with the minimum access strides. Experiments indicate that the proposed method replaces the worst texture cache (TC) hit rate of 42% with the best TC hit rate of 93% for a 10243-voxel volume. Thus, the average frame rate increases by a factor of 1.6 in the proposed method compared with that in the previous method. Although the overhead of in-place rotation slightly decreases the frame rate from 2.0 frames per second (fps) to 1.9 fps, this slowdown occurs only with a few viewing directions.
Won-Jong LEE Vason P. SRINI Woo-Chan PARK Shigeru MURAKI Tack-Don HAN
We present an adaptive dynamic load balancing scheme for 3D texture based sort-last parallel volume rendering on a PC cluster equipped with GPUs. Our scheme exploits not only task parallelism but also data parallelism during rendering by combining the hierarchical data structures (octree and parallel BSP tree) in order to skip empty regions and distribute proper workloads to rendering nodes. Our scheme can also conduct a valid parallel rendering and image compositing in visibility order by employing a 3D clustering algorithm. To alleviate the imbalance when the transfer function is changed, a load rebalancing is inexpensively supported by exchanging only needed data. A detailed performance analysis is provided and scaling characteristics of our scheme are discussed. These show that our scheme can achieve significant performance gains by increasing parallelism and decreasing synchronizing costs compared to the traditional static distribution schemes.
Hyun CHIN Rudrapatna S. RAMAKRISHNA
This paper presents a new algorithm for efficiently detecting silhouette voxels in volume objects. The high performance of the algorithm is partly due to its ability to exclude all the gradient vectors not associated with silhouettes from further consideration. A judicious re-arrangement of the voxels enhances its efficiency. We have studied its performance through computer simulations. The results indicate a manifold improvement over conventional algorithms. A parallel version of the algorithm has also been described in the paper. Its performance is quite understandably impressive.
Shin-ichiro MORI Tomoaki TSUMURA Masahiro GOSHIMA Yasuhiko NAKASHIMA Hiroshi NAKASHIMA Shinji TOMITA
This paper describes the architecture of ReVolver/C40 a scalable parallel machine for volume rendering and its prototype implementation. The most important feature of ReVolver/C40 is view-independent real time rendering of translucent 3D object by using perspective projection. In order to realize this feature, the authors propose a parallel volume memory architecture based on the principal axis oriented sampling method and parallel treble volume memory. This paper also discusses the implementation issues of ReVolver/C40 where various kinds of parallelism extracted to achieve high-perfromance rendering are explained. The prototype systems had been developed and their performance evaluation results are explained. As the results of the evaluation of the prototype systems, ReVolver/C40 with 32 parallel volume memory is estimated to achieve more than 10 frame per second for 2563 volume data on 2562 screen by using perspective projection. The authors also review the development of ReVolver/C40 from several view points.
Visualization of 3-D ultrasound images is a challenging task due to the noisy and fuzzy nature of ultrasound imaging. This paper presents an efficient volume rendering technique for 3-D ultrasound image. A preprocessing technique of 2-D truncated-median filtering is proposed to reduce speckle noise of the ultrasound image. This paper also introduces an adaptive boundary detection method to reduce the computation time for volume rendering of ultrasound image. The proposed technique is compared to the conventional volume rendering methods with respect to the computation time and the subjective image quality. According to the comparison study, the proposed volume rendering method shows good performance for visualization of 3-D ultrasound image.
Kentaro SANO Hiroyuki KITAJIMA Hiroaki KOBAYASHI Tadao NAKAMURA
A data-parallel processing approach is promising for real-time volume rendering because of the massive parallelism in volume rendering. In data-parallel volume rendering, local results processing elements(PEs) generate from allocated subvolumes are integrated to form a final image. Generally, the integration causes an overhead unavoidable in data-parallel volume rendering due to communications among PEs. This paper proposes a data-parallel shear-warp volume rendering algorithm combined with an adaptive volume subdivision method to reduce the communication overhead and improve processing efficiency. We implement the parallel algorithm on a message-passing multiprocessor system for performance evaluation. The experimental results show that the adaptive volume subdivision method can reduce the overhead and achieve higher efficiency compared with a conventional slab subdivision method.
We describe an algorithm for efficiently compositing partial images generated during parallel volume rendering on a distributed memory parallel computer. In this object space partitioning algorithm, each PE is assigned to several subvolumes where each subvolume has a corresponding local frame buffer. After volume rendering is performed independently for each subvolume, the partial images stored in the local frame buffers are combined to generate a complete image. During this compositing process, the communication of partial image data between the PEs is kept minimal by assigning PEs to subvolumes in an interleaved manner. This assignment makes possible a reduction in communication in the axis direction in which there is the most communication. Experimental results indicate that a 9% to 35% reduction in the total rendering time can be attained with no additional data structures and no memory overhead.
We present a volume rendering algorithm which renders images at approximately two to seven times the speed of a conventional ray caster with almost no visible loss of image quality. This algorithm traverses the volume data in object order and renders the image by performing ray casting for the pixels within the footprint of the voxel (i.e., rectangular prism) being processed. The proposed algorithm supports the rendering of both single and multiple isosurfaces with arbitrary opacity values. While the projection approach to volume rendering is not new, we present an algorithm specifically designed for the perspective projection, evaluate its rendering speed for both single and multiple isosurfaces with arbitrary opacity values, and examine how efficiently it uses cache memory.