DOI QR코드

DOI QR Code

Efficient Computation of Isosurface Curvatures on GPUs Based on the de Boor Algorithm

드 부어 알고리즘을 이용한 GPU에서의 효율적인 등가면 곡률 계산

  • Kim, Minho (Department of Computer Science and Engineering, University of Seoul)
  • 김민호 (서울시립대학교 컴퓨터과학부)
  • Received : 2017.06.24
  • Accepted : 2017.07.06
  • Published : 2017.07.14

Abstract

In this paper, we propose an improved curvature-based GPU (Graphics Processing Unit) isosurface ray-casting technique. Our method adopts the fast evaluation method proposed by Sigg et al. [1] to find the isosurface, but replaces the computation of the gradient and Hessian with the de Boor algorithm. In this way, we can reduce the number of additional texture fetches from 84 to 27 thus improving the performance by up to ${\approx}30%$, depending on the platforms.

본 논문은 향상된 곡률기반 GPU 등가면 레이캐스팅 기법을 제안한다. 제안한 방법은 등가면을 계산할 때 Sigg et al. [1]이 제안한 고속연산 기법을 사용하고 미분값을 계산할 때는 드 부어 알고리즘을 사용한다. 이렇게 함으로써 추가적인 텍스쳐 읽기연산의 수를 84번에서 27번으로 줄일 수 있어, 플랫폼에 따라 편차는 있으나 결과적으로 최고 약 30%가량 성능이 향상된다.

Keywords

References

  1. C. Sigg and M. Hadwiger, "Fast third-order texture filtering," in GPU Gems 2, M. Pharr and R. Fernando, Eds. Addison-Wesley, 2005, ch. 20, pp. 313-330.
  2. M. Hadwiger, J. M. Kniss, C. Rezk-salama, D. Weiskopf, and K. Engel, Real-time Volume Graphics. Natick, MA, USA: A. K. Peters, Ltd., 2006.
  3. P. Ljung, J. Kruger, E. Groller, M. Hadwiger, C. D. Hansen, and A. Ynnerman, "State of the Art in Transfer Functions for Direct Volume Rendering," Computer Graphics Forum, vol. 35, no. 3, pp. 669-691, June 2016. https://doi.org/10.1111/cgf.12934
  4. J. Hladuvka, A. Konig, and E. Groller, "Curvature-based transfer functions for direct volume rendering," in Spring Conference on Computer Graphics 2000, vol. 16, 2000, pp. 58-65.
  5. G. Kindlmann, R. Whitaker, T. Tasdizen, and T. Moller, "Curvature-based transfer functions for direct volume rendering: methods and applications," in IEEE Visualization 2003. IEEE, Oct. 2003, pp. 513-520.
  6. M. Hadwiger, C. Sigg, H. Scharsach, K. Buhler, and M. Gross, "Real-Time Ray-Casting and Advanced Shading of Discrete Isosurfaces," Computer Graphics Forum, vol. 24, no. 3, pp. 303-312, Sept. 2005. https://doi.org/10.1111/j.1467-8659.2005.00855.x
  7. W. Griffin, Y. Wang, D. Berrios, and M. Olano, "Realtime GPU surface curvature estimation on deforming meshes and volumetric data sets," IEEE Transactions on Visualization and Computer Graphics, vol. 18, no. 10, pp. 1603-1613, 2012. https://doi.org/10.1109/TVCG.2012.113
  8. J. Chen, X. Jin, and Z. Deng, "GPU-based polygonization and optimization for implicit surfaces," The Visual Computer, vol. 31, no. 2, pp. 119-130, feb 2015. https://doi.org/10.1007/s00371-014-0924-7