Acceleration Techniques for GPU-based Volume Rendering

September 3rd, 2003

This Vis03 paper by Krüger and Westermann addresses the integration of early ray termination and empty-space skipping into texture based volume rendering on graphical processing units (GPU). Therefore, volume ray-casting on programmable graphics hardware is described as an alternative to object-order approaches. The early z-test is exploited to terminate fragment processing once sufficient opacity has been accumulated, and to skip empty space along the rays of sight. Performance gains up to a factor of 3 for typical renditions of volumetric data sets on the ATI 9700 graphics card are demonstrated. (Acceleration Techniques for GPU-based Volume Rendering To appear in IEEE Visualization 2003)