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GPU-based multi-slice per pass algorithm in interactive volume illumination rendering

交互式体积光照绘制中基于GPU的单绘制遍多切片算法

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Abstract

Volume rendering plays a significant role in medical imaging and engineering applications. To obtain an improved three-dimensional shape perception of volumetric datasets, realistic volume illumination has been considerably studied in recent years. However, the calculation overhead associated with interactive volume rendering is unusually high, and the solvability of the problem is adversely affected when the data size and algorithm complexity are increased. In this study, a scalable and GPU-based multi-slice per pass (MSPP) volume rendering algorithm is proposed which can quickly generate global volume shadow and achieve a translucent effect based on the transfer function, so as to improve perception of the shape and depth of volumetric datasets. In our real-world data tests, MSPP significantly outperforms some complex volume shadow algorithms without losing the illumination effects, for example, half-angle slicing. Furthermore, the MSPP can be easily integrated into the parallel rendering frameworks based on sort-first or sort-last algorithms to accelerate volume rendering. In addition, its scalable slice-based volume rendering framework can be combined with several traditional volume rendering frameworks.

摘要

体绘制在医学成像和工程应用领域发挥着重要作用. 为获得更好的体数据三维形状感知, 近年来人们在真实感光照体绘制方面进行了大量研究. 然而, 交互式体绘制的计算开销异常高, 当数据量和算法复杂度增加时, 问题的可解性受到不利影响. 本文提出一种基于 GPU 的可扩展单绘制遍多切片 (multi-slice per pass, MSPP) 体绘制算法, 该算法可以快速生成全局体阴影, 并基于传递函数实现半透明效果, 以改善体数据的形状和深度感知. 对真实数据的测试表明, MSPP 在不损失光照效果的情况下显著优于一些复杂的体积阴影算法, 例如半角切片 (half-angle slicing). 此外, MSPP 易于集成到基于 sort-first 或 sort-last 算法的并行渲染框架中, 以加速体绘制. 此外, 基于本文中可扩展切片的体绘制框架能够与多种传统体绘制框架结合.

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Correspondence to Dening Luo  (罗德宁).

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Project supported by the Sichuan Provincial S&T Projects. China (Nos. 2020YFG0327 and 2020YFG0306) and the China Scholarship Council (No. 201806240168)

Contributors

Dening LUO and Jianwei ZHANG designed the research. Dening LUO processed the data and drafted the manuscript. Jianwei ZHANG and Yi LIN helped organize the manuscript. Dening LUO and Jianwei ZHANG revised and finalized the paper.

Compliance with ethics guidelines

Dening LUO, Yi LIN, and Jianwei ZHANG declare that they have no conflict of interest.

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Luo, D., Lin, Y. & Zhang, J. GPU-based multi-slice per pass algorithm in interactive volume illumination rendering. Front Inform Technol Electron Eng 22, 1092–1103 (2021). https://doi.org/10.1631/FITEE.2000214

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  • DOI: https://doi.org/10.1631/FITEE.2000214

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