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A Bandwidth Reduction Scheme for 3D Texture-Based Volume Rendering on Commodity Graphics Hardware

机译:基于3D纹理的体积渲染的带宽减少方案在商品图形硬件上

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In this paper, we propose a bandwidth-effective volume rendering scheme which subdivides the volume into the sub-volumes and transmits them to the texture units in visibility order. Each sub-volume is rendered in the same manner as the original volume on the graphics hardware and the corresponding sub-image is blended in the alpha blending unit. The sub-volume oriented processing improves the cache efficiency and allows empty space skipping. Moreover, it is capable of rendering volume datasets that do not fit into the texture memory. Simulations show that the proposed scheme is effective for 3D texture-based volume rendering on commodity graphics hardware by reducing memory bandwidth up to 30 times when compared with the traditional method.
机译:在本文中,我们提出了一种带宽有效的体积渲染方案,其将体积分布到子卷中,并以可见性顺序将它们传输到纹理单元。以与图形硬件上的原始卷相同的方式呈现每个子卷,并且相应的子图像在alpha混合单元中混合。面向体的处理改善了高速缓存效率并允许空空间跳跃。此外,它能够渲染不适合纹理存储器的卷数据集。模拟表明,与传统方法相比,该方案在商品图形硬件上为3D纹理的体积渲染有效。

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