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Volume Ray-Casting on Graphics Hardware

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Presentation on theme: "Volume Ray-Casting on Graphics Hardware"— Presentation transcript:

1 Volume Ray-Casting on Graphics Hardware
CDA 6938 : Spring 2009 Mangesh Nijasure

2 Algorithm Ray-Casting Sampling Shading Compositing

3 Ray-Casting

4 Setup in hardware

5 Ray-Plane intersection
t = -eye_pos.x / ray_dir.x curr_point = eye_pos + (t * ray_dir) if(curr_point.y>=0.0f && curr_point.y<=1.0f && curr_point.z>=0.0f && curr_point.z<=1.0f) { if(t<tmin) tmin = t if(t>tmax) tmax = t }

6 Visualizing tmin and tmax

7 Sampling At each sample interval, fetch from the 3D volume texture
Using this value fetch the color from the 1D transfer function

8 Tri-Linear interpolation

9 Shading Use the Center-Differences method for gradient computation (pre-computation step) Fetch from the 3D gradient texture Compute light direction Evaluate the N.L dot product to get the lighting factor

10 Compositing alpha = 1 – old_alpha
new_color = (shaded_col*alpha) + old_color old_color = new_color

11 Demo

12 Results Software Solution GPU Hardware Solution Intel Pentium IV
3.8 GHz 1 GB Ram GPU Hardware Solution AMD Radeon HD mid range part (~ $100) Core Clock 750MHz 320 Stream Processors 512 MB On board memory DirectX 10 Graphics API implementation

13 Performance No Lighting at 512 x 512
Data Set Software Milisec/Frame Hardware Hydrogen Atom 1,375 11 Bucky Ball 1,394 Bonsai 1,451 12 CT Head 1,426 64 samples

14 Performance With Lighting at 512 x 512
Data Set Software Milisec/Frame Hardware Hydrogen Atom 6,346 16 Bucky Ball 6,322 Bonsai 7,002 28 CT Head 6,953 31 64 samples * Results are not visually accurate, but timings are exact

15 Performance with Hydrogen Data Set Samples & Resolution
No Lighting Times in miliseconds / frame Samples 512x512 1024x1024 S/W H/W 32 777 6 3,129 22 64 1,375 11 5,796 36 128 2,614 10,516 77 256 5,034 20,220 114

16 Performance with Hydrogen Data Set Interpolation Effect
No Lighting 512 x 512 Times in miliseconds / frame Samples Point Sampled Tri-Linear S/W H/W 32 426 6 777 64 740 11 1,375 128 1340 22 2,614 256 2545 42 5,034 36

17 Keys to performance gain
Data level parallelism (embarrassingly parallel) Ray coherence (texture cache efficiency) Specialized interpolation hardware (texture filtering) Minimized bus traffic for data sets (large on-chip memory)

18 Hydrogen Data Set

19 Bonsai Data Set

20 BuckyBall Data Set

21 Head Data Set

22 Questions ?


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