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.
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Sukhyun LIM, Byeong-Seok SHIN, "A Half-Skewed Octree for Volume Ray Casting" in IEICE TRANSACTIONS on Information,
vol. E90-D, no. 7, pp. 1085-1091, July 2007, doi: 10.1093/ietisy/e90-d.7.1085.
Abstract: 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.
URL: https://global.ieice.org/en_transactions/information/10.1093/ietisy/e90-d.7.1085/_p
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@ARTICLE{e90-d_7_1085,
author={Sukhyun LIM, Byeong-Seok SHIN, },
journal={IEICE TRANSACTIONS on Information},
title={A Half-Skewed Octree for Volume Ray Casting},
year={2007},
volume={E90-D},
number={7},
pages={1085-1091},
abstract={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.},
keywords={},
doi={10.1093/ietisy/e90-d.7.1085},
ISSN={1745-1361},
month={July},}
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TY - JOUR
TI - A Half-Skewed Octree for Volume Ray Casting
T2 - IEICE TRANSACTIONS on Information
SP - 1085
EP - 1091
AU - Sukhyun LIM
AU - Byeong-Seok SHIN
PY - 2007
DO - 10.1093/ietisy/e90-d.7.1085
JO - IEICE TRANSACTIONS on Information
SN - 1745-1361
VL - E90-D
IS - 7
JA - IEICE TRANSACTIONS on Information
Y1 - July 2007
AB - 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.
ER -