• Title/Summary/Keyword: 빈 공간 도약

Search Result 11, Processing Time 0.022 seconds

An Efficient Space Leaping Using Minimum Distance Value (최소 거리값을 이용한 효율적인 공간 도약법)

  • 채유식;신병석
    • Proceedings of the Korean Information Science Society Conference
    • /
    • 2002.10d
    • /
    • pp.424-426
    • /
    • 2002
  • 효과적인 볼륨렌더링을 위해서는 빠른 속도와 고화질이라는 두 가지 조건을 모두 충족시켜야 한다. 기존에 사용된 광선추적법은 화질이 좋은 반면에 실시간 렌더링을 하기에는 한계가 있었다. 공간 도약법은 빈 공간에 대한 샘플링을 생략함으로써 렌더링 속도를 향상시킬 수 있으나 관측조건에 따라 성능이 저하되는 문제가 있다. 본 논문에서는 기존의 공간 도약법을 개선하여 관측조건과 무관하게 고화질을 유지하면서 속도를 향상시키는 방법을 제안한다. 여기서는 뷰 평면을 균일한 격자로 분할하고 각 격자내에서 가장 가까운 객체의 표면까지의 거리를 구한 후 그 위치부터 공간 도약함으로써 속도를 향상시킨다.

  • PDF

An efficient space-leaping method using double leaping (이중 도약을 이용한 효율적인 공간 도약법)

  • 이정진;신병석;신영길
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.30 no.3_4
    • /
    • pp.109-116
    • /
    • 2003
  • Space leaping is one of accelerated image-order volume rendering. This method accelerates rendering speed by finding and leaping the empty space. Although its rendering speed is very fast, it takes long pre-processing time to make the data structure to leap the space. In this paper we propose the look-ahead sampling algorithm to double the leaping distance comparing with previous approaches. This algorithm reduces the preprocessing time to make the distance map without significant changes of rendering time. Also, it accelerates the rendering time.

High-quality Shear-warp Volume Rendering Using Efficient Supersampling and Pre-integration Technique (효율적인 수퍼샘플링과 선-적분을 이용한 고화질 쉬어-왑 분해 볼륨 렌더링)

  • Kye, Hee-Won;Kim, Tae-Young
    • Journal of Korea Multimedia Society
    • /
    • v.9 no.8
    • /
    • pp.971-981
    • /
    • 2006
  • As shear-warp volume rendering is the fastest rendering method among the software based approaches, image quality is not good as that of other high-quality rendering methods. In this paper, we propose two methods to improve the image quality of shear-warp volume rendering without sacrificing computational efficiency. First, supersampling is performed in intermediate image space. We propose an efficient method to transform between volume and image coordinates at the arbitrary ratio. Second, we utilize pre-integrated rendering technique for shear-warp rendering. We propose new data structure called overlapped min-max map. Using this structure, empty space leaping can be performed so that we can maintain the rendering speed even though pre-integrated rendering is applied. Consequently, shear-warp rendering can generate high-qualify images comparable to those generated by the ray-casting without degrading speed.

  • PDF

Efficient High Quality Volume Visualization Using Cardinal Interpolation (카디널 보간을 이용한 효율적인 고화질 볼륨 가시화)

  • Kye, Hee-Won
    • Journal of Korea Multimedia Society
    • /
    • v.14 no.3
    • /
    • pp.339-347
    • /
    • 2011
  • As the volume visualization has been applied to render medical datasets, there has been a requirement to produce high quality images. Even though nice images can be generated by using previous linear filter, high order filter is required for better images. However, it takes much time for high order resampling, so that, overall rendering time is increased. In this paper, we perform high quality volume visualization using the cardinal interpolation. By enabling the empty space leaping which reduces the number of resampling, we achieve the efficient visualization. In detail, we divide the volume data into small blocks and leap empty blocks by referring the upper and lower bound value for each block. We propose a new method to estimate upper and lower bound value of for each block. As the result, we noticeably accelerated high quality volume visualization.

Acceleration of GPU-based Volume Rendering Using Vertex Splitting (정점분할을 이용한 GPU 기반 볼륨 렌더링의 가속 기법)

  • Yoo, Seong-Yeol;Lee, Eun-Seok;Shin, Byeong-Seok
    • Journal of Korea Game Society
    • /
    • v.12 no.2
    • /
    • pp.53-62
    • /
    • 2012
  • Visualizing a volume dataset with ray-casting which of visualization methods provides high quality image. However it spends too much time for rendering because the size of volume data are huge. Recently, various researches have been proposed to accelerate GPU-based volume rendering to solve these problems. In this paper, we propose an efficient GPU-based empty space skipping to accelerate volume ray-casting using octree traversal. This method creates min-max octree and searches empty space using vertex splitting. It minimizes the bounding polyhedron by eliminating empty space found in the octree traveral step. The rendering results of our method are identical to those of previous GPU-based volume ray-casting, with the advantage of faster run-time because of using minimized bounding polyhedron.

Comparison of Distance Transforms in Space-leaping for High Speed Fetal Ultrasound Volume Visualization (고속 초음파 태아영상 볼륨 가시화를 위한 공간도약 거리변환 비교)

  • Park, Hye-Jin;Song, Soo-Min;Kim, Myoung-Hee
    • Journal of the Korea Society for Simulation
    • /
    • v.16 no.3
    • /
    • pp.57-63
    • /
    • 2007
  • In real time rendering of fetus the empty space leaping while traversing a ray is most frequently used accelerating technique. The main idea is to skip empty voxel samples which do not contribute the result image and it speeds up the rendering time by avoiding sampling data while traversing a ray in the empty region, saving a substantial number of interpolations. Calculating the distance from the nearest object boundary for every yokel can reduce the sampling operation. Among widely-well-known distance maps, those estimates the true distance, such as euclidean distance, takes a long time to compute because of the complicated floating-point operations, and others which uses approximated distance functions, such as city-block and chessboard, provides faster computation time but sampling error may can occur. In this paper, therefore, we analyze the characteristics of several distance maps and compare the number of samples and rendering time. And we aim to suggest the most appropriate distance map for rendering of fetus in ultrasound image.

  • PDF

Volume Ray Casting Acceleration Method using Modified Marching Cubes Tables (변형된 마칭큐브 테이블을 이용한 볼륨 광선 투과법 가속화)

  • Lim, Suk-Hyun;Kim, Ju-Hwan;Shin, Byeong-Seok
    • Journal of KIISE:Computer Systems and Theory
    • /
    • v.36 no.3
    • /
    • pp.210-216
    • /
    • 2009
  • Several empty-space leaping methods have been proposed for CPU-based volume ray casting. When sample points are located in semi-transparent cells, however, previous leaping methods perform unnecessary resamplings even if the scalar values on those points are confined within transparent range. A semi-transparent cells leaping method for volume ray casting using the Marching Cubes algorithm is proposed to solve this problem in our previous work. When a ray reaches a semi-transparent cell, our method performs in-out test between current sample point and the bounding box enclosing the triangles generated by the Marching Cubes. If the sample point lies on outside of the bounding box, we estimate the point is regarded as transparent. In this case, the ray advances to the next sample point without performing a resampling operation. We can frequently refer the tables for neighboring voxels, however, when we exploit conventional data structures of the Marching Cubes. We propose modified Marching Cubes tables for solving this problem.

Accelerating GPU-based Volume Ray-casting Using Brick Vertex (브릭 정점을 이용한 GPU 기반 볼륨 광선투사법 가속화)

  • Chae, Su-Pyeong;Shin, Byeong-Seok
    • Journal of the Korea Computer Graphics Society
    • /
    • v.17 no.3
    • /
    • pp.1-7
    • /
    • 2011
  • Recently, various researches have been proposed to accelerate GPU-based volume ray-casting. However, those researches may cause several problems such as bottleneck of data transmission between CPU and GPU, requirement of additional video memory for hierarchical structure and increase of processing time whenever opacity transfer function changes. In this paper, we propose an efficient GPU-based empty space skipping technique to solve these problems. We store maximum density in a brick of volume dataset on a vertex element. Then we delete vertices regarded as transparent one by opacity transfer function in geometry shader. Remaining vertices are used to generate bounding boxes of non-transparent area that helps the ray to traverse efficiently. Although these vertices are independent on viewing condition they need to be reproduced when opacity transfer function changes. Our technique provides fast generation of opaque vertices for interactive processing since the generation stage of the opaque vertices is running in GPU pipeline. The rendering results of our algorithm are identical to the that of general GPU ray-casting, but the performance can be up to more than 10 times faster.

High quality volume visualization using B-spline interpolation (B 스플라인 보간을 이용한 고화질 볼륨 가시화)

  • Shin, Yongha;Kye, Heewon
    • Journal of the Korea Computer Graphics Society
    • /
    • v.22 no.3
    • /
    • pp.1-9
    • /
    • 2016
  • Linear interpolation is a basic sampling method for volume visualization. This method generates good images but sometimes it is inferior to our high expectation because it is encouraged to produce high quality images in the medical applications. In this paper, B spline based tri-cubic interpolation is used for the re-sampling step. The conventional B spline is an approximation method which does not cross control points so that we moved the control points and the curve crosses the original control points. In the rendering step, the empty space leaping is applicable to increase rendering speed. We have to calculate the maximum and minimum values for each block to detect empty space. The convex hull property of B spline enables the values of control points to be used as the maximum and minimum values. As a result, tri-cubic interpolated volume rendering is possible in interactive speed.

Acceleration of Terrain Rendering Using Bounding Box Subdivision (바운딩 박스 세분화를 통한 지형 렌더링의 가속화)

  • Lee, Eun-Seok;Lee, Jin-Hee;Jo, In-Woo;Shin, Byeong-Seok
    • Journal of Korea Game Society
    • /
    • v.11 no.6
    • /
    • pp.71-80
    • /
    • 2011
  • Recent terrain rendering applications such as 3D games and virtual reality, use GPU-based ray-casting method for rendering high-quality scenes in realtime. As the size of terrain dataset grows bigger, the rendering speed will be decreased by the increase of the number of texture samplings. To accelerate the conventional ray-casting, we propose an efficient ray casting method with subdivided bounding boxes which are based-on GPU quadtree traversal. The subdivision of the terrain's bounding box can reduce the empty spaces effectively. By performing the ray-casting with this compact bounding box, we can efficiently reduce computation with empty space skipping. Unlike the recent quadtree-based empty space skipping techniques which perform the tree traversal at each ray, our method traverses the tree only once per frame. Therefore, we can save much computational time.