A major challenge when designing general purpose graphics hardware is to allow efficient access to texture data. Although different rendering paradigms vary with respect to their data access patterns, there is no flexibility when it comes to data caching provided by the graphics architecture. In this paper we focus on volume ray-casting, and show the benefits of algorithm-aware data caching. Our Marching Caches method exploits inter-ray coherence and thus utilizes the memory layout of the highly parallel processors by allowing them to share data through a cache which marches along with the ray front. By exploiting Marching Caches we can apply higher-order reconstruction and enhancement filters to generate more accurate and enriched renderin...
Previous studies on photo-realistic volume rendering have failed to optimize for performance with...
Volume rendering by ray casting is computationally expensive. For interactive volume visualization, ...
The performance of hardware-based interactive rendering systems is often constrained by polygon fil...
A major challenge when designing general purpose graphics hardware is to allow efficient access to t...
Previous work in single-processor ray casting methods for volume rendering has concentrated on algor...
The texture-based volume rendering is a memory-intensive algorithm. Its performance relies heavily o...
Fig. 1. Images produced by ray tracing two scenes while using the proposed ray-caching textures for ...
Given the computing industry trend of increasing processing capacity by adding more cores to a chip,...
Interactive high-fidelity rendering is one of the major goals of computer graphics. Algorithms based...
Ray-casting implementations require that the connectivity between the cells of the dataset to be exp...
Interactive high-fidelity rendering is one of the major goals of computer graphics. Algorithms based...
Ray coherence, meaning all processing along each ray is local to a single machine, is achieved in ou...
International audienceInteractive rendering often requires the use of simplified shading algorithms ...
The Volume Ray-Casting rendering algorithm, often used to produce medical imaging, is a well-known a...
A well-designed cache system has positive impacts on the 3D real-time rendering engine. As the amoun...
Previous studies on photo-realistic volume rendering have failed to optimize for performance with...
Volume rendering by ray casting is computationally expensive. For interactive volume visualization, ...
The performance of hardware-based interactive rendering systems is often constrained by polygon fil...
A major challenge when designing general purpose graphics hardware is to allow efficient access to t...
Previous work in single-processor ray casting methods for volume rendering has concentrated on algor...
The texture-based volume rendering is a memory-intensive algorithm. Its performance relies heavily o...
Fig. 1. Images produced by ray tracing two scenes while using the proposed ray-caching textures for ...
Given the computing industry trend of increasing processing capacity by adding more cores to a chip,...
Interactive high-fidelity rendering is one of the major goals of computer graphics. Algorithms based...
Ray-casting implementations require that the connectivity between the cells of the dataset to be exp...
Interactive high-fidelity rendering is one of the major goals of computer graphics. Algorithms based...
Ray coherence, meaning all processing along each ray is local to a single machine, is achieved in ou...
International audienceInteractive rendering often requires the use of simplified shading algorithms ...
The Volume Ray-Casting rendering algorithm, often used to produce medical imaging, is a well-known a...
A well-designed cache system has positive impacts on the 3D real-time rendering engine. As the amoun...
Previous studies on photo-realistic volume rendering have failed to optimize for performance with...
Volume rendering by ray casting is computationally expensive. For interactive volume visualization, ...
The performance of hardware-based interactive rendering systems is often constrained by polygon fil...