@MISC{Vergés06hardwareand, author = {E. Vergés and S. Grau and D. Tost}, title = {Hardware and software improvements of volume splatting}, year = {2006} }
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Abstract
This paper compares different hardware-based accelerations of the three classical splatting strategies: composite-every-sample, object-space sheet-buffer and image-space sheet-buffer. Specifically, we analyze the use of point sprites and 2D textures for the splat’s projection, the use of frame-buffer objects for the buffer composition and the use of GPGPU techniques for the transformation of voxels. We compare the efficiency of the hardware-accelerated splatting with 3D-texture mapping. In addition, we compare the rendering speed-up provided by hardware accelerations with two software-based space-leaping techniques: run-length encoding of labeled voxel models and voxel arrays. 1