An Accelerating Texture-based Volume Rendering Algorithm with BVH
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Abstract
A method to accelerate 3D texture-based volume rendering is proposed based on hierarchical bounding volumes(BVH).First,a post-classification 3D texture volume rendering is realized using GPU fragment shaders.Then,the original volume data is divided based on space position layer by layer according to the height of BVH tree.In each layer,the volumes corresponding to BVH tree nodes are subdivided into eight sub-volumes along three orthogonal coordinate axes.The bounding volumes are established for sub-volumes and the correlative information is stored in the corresponding BVH tree nodes.Finally,when rendering the volume by traversing BVH tree,information of BVH tree nodes is read for judging whether the corresponding sub-volume should be rendered or jumped.The experimental results show that good accelerating effects can be obtained when combining this method with 3D texture volume rendering based on GPU.
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