Volume Rendering - Hardware-accelerated Volume Rendering

Hardware-accelerated Volume Rendering

Due to the extremely parallel nature of direct volume rendering, special purpose volume rendering hardware was a rich research topic before GPU volume rendering became fast enough. The most widely cited technology was VolumePro, which used high memory bandwidth and brute force to render using the ray casting algorithm.

A recently exploited technique to accelerate traditional volume rendering algorithms such as ray-casting is the use of modern graphics cards. Starting with the programmable pixel shaders, people recognized the power of parallel operations on multiple pixels and began to perform general-purpose computing on (the) graphics processing units (GPGPU). The pixel shaders are able to read and write randomly from video memory and perform some basic mathematical and logical calculations. These SIMD processors were used to perform general calculations such as rendering polygons and signal processing. In recent GPU generations, the pixel shaders now are able to function as MIMD processors (now able to independently branch) utilizing up to 1 GB of texture memory with floating point formats. With such power, virtually any algorithm with steps that can be performed in parallel, such as volume ray casting or tomographic reconstruction, can be performed with tremendous acceleration. The programmable pixel shaders can be used to simulate variations in the characteristics of lighting, shadow, reflection, emissive color and so forth. Such simulations can be written using high level shading languages.

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