scholarly journals GPU Volume Ray Casting of two Volumes within VTK

2012 ◽  
Author(s):  
Karl Krissian ◽  
Carlos Falcón-Torres

We have modified the current VTK volume rendering on GPU to allow simultaneous rendering of two volumes, each of them with its own color and opacity transfer functions. These changes have led to the creation of two new C++ classes and several GLSL shaders. We explain the modifications made to the original classes and shaders and we discuss possible additional improvements. A C++ demo code shows how to use the new classes.


Author(s):  
JIANLONG ZHOU ◽  
ZHIYAN WANG ◽  
KLAUS D. TÖNNIES

In this paper, a new approach named focal region-based volume rendering for visualizing internal structures of volumetric data is presented. This approach presents volumetric information through integrating context information as the structure analysis of the data set with a lens-like focal region rendering to show more detailed information. This feature-based approach contains three main components: (i) A feature extraction model using 3D image processing techniques to explore the structure of objects to provide contextual information; (ii) An efficient ray-bounded volume ray casting rendering to provide the detailed information of the volume of interest in the focal region; (iii) The tools used to manipulate focal regions to make this approach more flexible. The approach provides a powerful framework for producing detailed information from volumetric data. Providing contextual information and focal region renditions at the same time has the advantages of easy to understand and comprehend volume information for the scientist. The interaction techniques provided in this approach make the focal region-based volume rendering more flexible and easy to use.



2017 ◽  
Vol 20 (2) ◽  
Author(s):  
Francisco Sans ◽  
Rhadamés Carmona

Volume rendering is an important area of study in computer graphics, due to its application in areas such as medicine, physic simulations, oil and gas industries, and others. The main used method nowadays for volume rendering is ray casting. Nevertheless, there are a variety of parallel APIs that can be used to implement it. Thus, it is important to evaluate the performance of ray casting in diferent parallel APIs to help programmers in selecting one of them. In this paper, we present a performance comparison using OpenGL® with fragment shader, OpenGL® with compute shader, OpenCL, and CUDA.



2019 ◽  
Vol 84 ◽  
pp. 66-76 ◽  
Author(s):  
Leonardo Q. Campagnolo ◽  
Waldemar Celes




2002 ◽  
Vol 8 (3) ◽  
pp. 270-285 ◽  
Author(s):  
J. Kniss ◽  
G. Kindlmann ◽  
C. Hansen




Author(s):  
Xiaobo Peng ◽  
Weihan Zhang ◽  
Sai-Gowthami Asam ◽  
Ming C. Leu

This paper presents a new method for surface reconstruction from dexel data for virtual sculpting. We are in the midst of developing a dexel model based sculpting system having the capability of interactive solid modeling with haptics interface. The geometric modeling of our sculpting system is based on the Sweep Differential Equation method to compute the boundary of the tool swept volume. Ray casting is used to perform Boolean operations between the tool swept volume and the virtual stock in dexel models to simulate the sculpting process. The dexel data are converted to a series of planar contours in parallel slices (i.e. cross sections). The overlapping ratio between two contour areas is used as the criterion for deciding on the corresponding contours in two adjacent slices. The tiling problem is tackled by using the rule of the shortest distance between points on two corresponding contours. The branching problem is solved by adding one line segment between two contours to form one composite contour. Examples are given to demonstrate the ability of the developed code to convert from dexel data to triangular meshes for the viewing of a sculpted model in different directions.



Author(s):  
Guilherme Cox ◽  
Cleomar Silva ◽  
Leandro Cupertino ◽  
Cristiana Bentes ◽  
Ricardo Farias


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