[英]State-of-the-art GPU volume rendering
what is the current technique for implementing a GPU based volume renderer in the medical context, ie reasonable amounts of image data (512x512x1500 or more at 16bit) and interactive/real-time performance with optimal image quality? 在医学环境中实现基于GPU的体积渲染器的当前技术是什么,即合理数量的图像数据(16位时为512x512x1500或更高)以及具有最佳图像质量的交互/实时性能? Is it still the raycasting approach introduced by Krüger and Westermann (color cube etc.)?
它仍然是Krüger和Westermann(彩色立方体等)引入的光线投射方法吗? Or have CUDA/OpenCL changed the traditional Cg/GLSL game?
或者让CUDA / OpenCL改变了传统的Cg / GLSL游戏?
Thanks for any hints, paper references etc.! 感谢任何提示,纸质参考等! Matthias
马蒂亚斯
Nothing has really changed since then. 从那时起,一切都没有真正改变。 There are different versions of CUDA/OpenCL/DirectCompute implementations floating around, but they are basically do the same thing.
有不同版本的CUDA / OpenCL / DirectCompute实现浮动,但它们基本上做同样的事情。
Here's nice SIGGRAPH 2010 course Volumetric Methods in Visual Effects which summarize common techniques. 这是一个很好的SIGGRAPH 2010课程视觉效果中的体积方法,它总结了常用技术。
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