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A Shader Framework for Rapid Prototyping of GPU-Based Volume Rendering

机译:用于基于GPU的体绘制的快速原型制作的着色器框架

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摘要

In this paper, we present a rapid prototyping framework for GPU-based volume rendering. Therefore, we propose a dynamic shader pipeline based on the SuperShader concept and illustrate the design decisions. Also, important requirements for the development of our system are presented. In our approach, we break down the rendering shader into areas containing code for different computations, which are defined as freely combinable, modularized shader blocks. Hence, high-level changes of the rendering configuration result in the implicit modification of the underlying shader pipeline. Furthermore, the prototyping system allows inserting custom shader code between shader blocks of the pipeline at run-time. A suitable user interface is available within the prototyping environment to allow intuitive modification of the shader pipeline. Thus, appropriate solutions for visualization problems can be interactively developed. We demonstrate the usage and the usefulness of our framework with implementations of dynamic rendering effects for medical applications.
机译:在本文中,我们提出了一个基于GPU的体绘制的快速原型框架。因此,我们提出了一种基于SuperShader概念的动态着色器管道,并说明了设计决策。此外,还提出了开发我们系统的重要要求。在我们的方法中,我们将渲染着色器细分为包含用于不同计算的代码的区域,这些区域定义为可自由组合的模块化着色器块。因此,渲染配置的高级更改会导致对基础着色器管道的隐式修改。此外,原型系统允许在运行时在管道的着色器块之间插入自定义着色器代码。原型环境中提供了合适的用户界面,以允许直观地修改着色器管道。因此,可以交互地开发可视化问题的适当解决方案。我们通过对医疗应用程序执行动态渲染效果来演示我们框架的用法和有用性。

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