GeForce 6800 256 MB graphics card and a PCI Ex-
press 16x bus interface.
Some results for different data sets are shown in
Table 1. All timings were taken with a 512
2
viewport
and considering that the model is constantly rotat-
ing. The rotation procedure is important to change be-
tween different projection classes, since parallel ren-
dering generates less triangles.
The number of vertices (# Verts) and tetrahedra (#
Tet) depends on the dimension of the original regular
data set. Performance measures are given in frames
per second (fps) and millions of tetrahedra per second
(M tet/s) for each data set. In fact, this last column
contains two values: the first is the nominal number
of tetrahedra per second, including those which do
not contribute to the final image, while the second is
the effective number, i.e., the tetrahedra actually ren-
dered.
Table 1: Average frames and tetrahedra per second.
Data set # Verts # Tet fps M tet/s
Fuel 262 K 1.2 M 70.78 88.5/5.99
ToothC 1 M 5 M 1.22 13.1/6.30
Tooth 10 M 52 M 0.24 12.7/6.61
Foot 16 M 83 M 0.81 67.7/6.23
Skull 16 M 83 M 0.61 51.7/6.25
Aneurism 16 M 83 M 2.42 201/5.35
We use five different data sets to measure our al-
gorithm (VolVis, 2006). The simulation of fuel injec-
tion, computed tomography of a tooth, the x-ray scan
of a human foot, skull and aneurism. The row labeled
ToothC corresponds to the original tooth tomography
clipped with our tool.
The value for tetrahedra per second (tet/s) given
in Table 1 only counts the tetrahedra which were ac-
tually rendered, since volunits with zero opacity are
discarded. The models rendered with our algorithm
are shown in Figure 7.
The timing for the vertex array setup and render-
ing are given in Table 2. In our algorithm, the aver-
age time spent in rendering is more than 60% of the
total time. It should be noted that as the time spent
in rendering the volume becomes closer to 100%, the
algorithm times will be bound by the graphics card
performance (Roettger and Ertl, 2003).
7 CONCLUSIONS AND FUTURE
WORK
In this paper we have presented a direct volume ren-
dering algorithm, based on the PT method, that takes
Table 2: Setup and render times.
Data set Setup Render % Total
Fuel 0.005 s 0.009 s 64.28 %
Tooth 1.377 s 6.484 s 82.47 %
Foot 4.556 s 9.074 s 66.57 %
Skull 4.606 s 8.593 s 65.10 %
Aneurism 0.199 s 0.210 s 51.34 %
advantage of the data regularity. The graphics hard-
ware is also explored to increase frame rates up to 6.6
M Tets/s while generating high quality images.
No extra data structures are created other than the
volume data itself. The only limitation is that the
data set must fit in main memory to avoid swapping.
We’ve also created a clipping interface to easily cut
away undesirable parts of the volume, increasing the
frames rates and allowing better visualization and in-
teractivity.
Currently, each hexahedron is divided into five
tetrahedra, each of which is rendered in the worst case
as 4 triangles or a maximum of 20 triangles per volu-
nit. As future work we are investigating ideas to ren-
der less primitives by volume units.
Another improvement being considered consists
of enhancing the visualization by mixing in a Phong
lighting model (Max, 1995) where the gradient field
is used to estimate normal vectors.
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