Interactive Volume Rendering on Standard PC Graphics Hardware Using

Multi-Textures and Multi-Stage-Rasterization

Introduction

Interactive direct volume rendering has yet been restricted to high-end graphics workstations and special-purpose hardware, due to
the large amount of trilinear interpolations, that are necessary to obtain high image quality. Implementations that use the 2D-texture
capabilities of standard PC hardware, usually render object-aligned slices in order to substitute trilinear by bilinear interpolation.
However the resulting images often contain visual artifacts caused by the lack of spatial interpolation.  We propose new
rendering techniques that significantly improve both performance and image quality of the 2D-texture based approach. We show how multi-texturing capabilities of modern consumer PC graphics boards are exploited to enable interactive high quality volume
visualization on low-cost hardware. Furthermore we demonstrate how multi-stage rasterization hardware can be used to efficiently render shaded isosurfaces and to compute diffuse illumination for semi-transparent volume rendering at interactive frame rates.
slicing

Techniques

Results

Download Demo

Demo(Win95/98/NT) Complete - all data sets (8,46 MB)
Demo(Win95/98/NT) CT_small (402 KB)
Demo(Win95/98/NT) CT_large (1,58 MB)
Demo(Win95/98/NT) Bonsai (3,81 MB)
Demo(Win95/98/NT) Engine (3,25 MB)

References

[1] C. Rezk-Salama, K. Engel, M. Bauer, G. Greiner, T. Ertl : Interactive Volume Rendering on Standard PC Graphics Hardware Using Multi-Textures and Multi-Stage Rasterization, In Proc. Eurographics/SIGGRAPH Workshop on Graphics Hardware, 2000

[2] R. Westermann, T. Ertl: Efficiently using Graphics Hardware in Volume Rendering Applications, In Proc. of SIGGRAPH 1998
 
 



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