This paper describes VolumePro, the world's first single-chip realtime volume rendering system for consumer PCs. VolumePro implements ray-casting with parallel slice-by-slice processing. Our discussion of the architecture focuses mainly on the rendering pipeline and the memory organization. VolumePro has hardware for gradient estimation, classification, and per-sample Phong illumination. The system does not perform any pre-processing and makes parameter adjustments and changes to the volume data immediately visible. We describe several advanced features of VolumePro, such as gradient magnitude modulation of opacity and illumination, supersampling, cropping and cut planes. The system renders 500 million interpolated, Phong illuminated, composited samples per second. This is sufficient to render volumes with up to 16 million voxels (e.g., 256 3 ) at 30 frames per second.
Abstract-Medical volumetric imaging requires high fidelity, high performance rendering algorithms. We motivate and analyze new volumetric rendering algorithms that are suited to modern parallel processing architectures. First, we describe the three major categories of volume rendering algorithms and confirm through an imaging scientist-guided evaluation that ray-casting is the most acceptable. We describe a thread-and data-parallel implementation of ray-casting that makes it amenable to key architectural trends of three modern commodity parallel architectures: multi-core, GPU, and an upcoming many-core Intel R architecture code-named Larrabee. We achieve more than an order of magnitude performance improvement on a number of large 3D medical datasets. We further describe a data compression scheme that significantly reduces data-transfer overhead. This allows our approach to scale well to large numbers of Larrabee cores.
This paper describes shear-image order ray casting, a new method for volume rendering. This method renders sampled data in three dimensions with image quality equivalent to the best of ray-per-pixel volume rendering algorithms (full image order), while at the same time retaining computational complexity and spatial coherence near to that of the fastest known algorithm (shear-warp). In shear-image order, as in shear-warp, the volume data set is resampled along slices parallel to a face of the volume. Unlike shear-warp, but like the texture-based methods, rays are cast through the centers of pixels of the image plane and sample points are at the intersections of rays with each slice. As a result, no post-warp step is required. Unlike texture methods, which realize shear and warp by transformations in a commodity graphics system, the shear-image ray casting methods use a new factorization that preserves memory and interpolation efficiency. In addition, a method is provided for accurately and efficiently embedding conventional polygon graphics and other objects into volumes. Both opaque and translucent polygons are supported.We also describe a method, included in shear-image order but applicable to other algorithms, for rendering anisotropic and sheared volume data sets directly with correct lighting.The shear-image order method has been implemented in the VolumePro™ 1000, a single chip real-time volume rendering engine capable of processing volume data at a pipeline rate of 10 9 samples per second. Figure 1 on the color page shows a shearimage order gallery of volumes rendered with different translucency, lighting, and some embedded geometry.
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