Ray Traced Volume Clipping Using Multi-Hit BVH Traversal

@inproceedings{Zellmann2017RayTV,
  title={Ray Traced Volume Clipping Using Multi-Hit BVH Traversal},
  author={Stefan Zellmann and Mauritius Hoevels and Ulrich Lang},
  booktitle={Visualization and Data Analysis},
  year={2017}
}
Clipping is an important operation in the context of direct volume rendering to gain an understanding of the inner structures of scientific datasets. Rendering systems often only support volume clipping with geometry types that can be described in a parametric form, or they employ costly multi-pass GPU approaches. We present a SIMD-friendly clipping algorithm for ray traced direct volume rendering that is compatible with arbitrary geometric surface primitives ranging from mere planes over… 

Figures and Tables from this paper

Remote Volume Rendering with a Decoupled, Ray-Traced Display Phase
TLDR
An image warping-based remote rendering technique for volumes that decouples the rendering and display phases and represents the depth pixels as spheres and ray traces them on the client side, which is more effective at hiding warping artifacts, particularly when applied to volumetric data sets.
High-Quality Rendering of Glyphs Using Hardware-Accelerated Ray Tracing
TLDR
This paper investigates the use of hardware ray tracing for high-quality, highperformance glyph rendering, and shows that this not only leads to a more flexible and often more elegant solution for dealing with number and shape of glyphs, but that this can also help address visual clutter, and even provide additional visual cues that can enhance understanding of the dataset.
Augmenting Image Warping-Based Remote Volume Rendering with Ray Tracing
TLDR
This work builds on prior work that samples the volume on the client using ray casting and reconstructs a z-value based on some heuristic and augments that method by implementing the client renderer using ray tracing.
Comparing Hierarchical Data Structures for Sparse Volume Rendering with Empty Space Skipping
TLDR
This paper presents performance comparisons for several empty space skipping data structures to determine if a trade-off between construction and rendering performance of hierarchical data structures also exists for volume rendering with uniform data topologies.
Visionaray: A Cross-Platform Ray Tracing Template Library
TLDR
The software architecture of the C++ ray tracing template library Visionaray is presented, which provides generic algorithms and data structures as building blocks for applications that traverse rays through 3-D space and proves the effectiveness of the approach by evaluating and discussing four case studies that focus on real-time rendering, scientific visualization, and virtual reality.
Adding Custom Intersectors to the C++ Ray Tracing Template Library Visionaray
TLDR
This work presents an implementation of this “custom intersector” approach and its integration into the C++ ray tracing template library Visionaray.

References

SHOWING 1-10 OF 40 REFERENCES
Acceleration techniques for GPU-based volume rendering
TLDR
This paper describes volume ray-casting on programmable graphics hardware as an alternative to object-order approaches, and exploits the early z-test to terminate fragment processing once sufficient opacity has been accumulated, and to skip empty space along the rays of sight.
Full-resolution interactive CPU volume rendering with coherent BVH traversal
TLDR
It is shown that, while slower than GPU methods for low-resolution volumes, an optimized CPU renderer does not require LOD to achieve interactive performance on large data sets.
Real-time ray casting rendering of volume clipping in medical visualization
TLDR
A real-time ray casting rendering algorithm for “volume clipping plane” as an extension of the conventional ray casting technique that achieves quality identical to ray casting at real- time speed, suitable for real- Time “internal volume inspections”, involving one or several cutting planes.
Ray tracing deformable scenes using dynamic bounding volume hierarchies
TLDR
A BVH-based ray tracing system using a novel integrated packet-frustum traversal scheme is shown to achieve performance for deformable models comparable to that previously available only for static models.
Efficient ray tracing of volume data
TLDR
This paper presents a front-to-back image-order volume-rendering algorithm and discusses two techniques for improving its performance, which employs a pyramid of binary volumes to encode spatial coherence present in the data and uses an opacity threshold to adaptively terminate ray tracing.
On fast Construction of SAH-based Bounding Volume Hierarchies
  • I. Wald
  • Computer Science
    2007 IEEE Symposium on Interactive Ray Tracing
  • 2007
TLDR
It is argued that some of the fast, approximate construction techniques that have recently been proposed for kd-trees can also be applied to bounding volume hierarchies (BVHs), and it is demonstrated that when using those techniques, BVH's can be rebuilt up to 10times faster than competing kD-tree based techniques.
A 3-dimensional representation for fast rendering of complex scenes
TLDR
This paper describes a method whereby the object space is represented entirely by a hierarchical data structure consisting of bounding volumes, with no other form of representation, which allows the visible surface rendering to be performed simply and efficiently.
Shallow Bounding Volume Hierarchies for Fast SIMD Ray Tracing of Incoherent Rays
TLDR
This work investigates the use of SIMD instructions to accelerate incoherent rays in the hierarchy construction, the tree traversal and the leaf intersection, and shows that the resulting hierarchies can be built quickly and are smaller than acceleration structures known so far while at the same time outperforming them for incoherence rays.
Advanced texture filtering: a versatile framework for reconstructing multi-dimensional image data on heterogeneous architectures
TLDR
A framework that provides versatile texture filtering capabilities up to third-order reconstruction using various types of cubic filtering and interpolation primitives and a memory management layer (MML) that gracefully hides the complexities of extra data copies necessary for memory access optimizations.
Tuvok, an Architecture for Large Scale Volume Rendering
TLDR
This paper presents the Tuvok architecture, a cross-platform open-source volume rendering system that delivers high quality, state of the art renderings at production level code quality, and is the first open source system to deliver all of these capabilities at once.
...
...