GPU-BASED VOLUME RAY-CASTING SUPPORTING
SPECULAR REFLECTION AND REFRACTION
Timo Ropinski, Klaus Hinrichs
Visualization and Computer Graphics Research Group (VisCG), University of M
¨
unster, Germany
Jens Kasten
Konrad-Zuse-Zentrum f
¨
ur Informationstechnik, Berlin, Germany
Keywords:
Volume rendering, GPU-based ray-casting, Advanced illumination.
Abstract:
Nowadays mostly local illumination models are used when rendering volumetric data. When computing global
light effects, interactive frame rates are usually hard to achieve. We present an extension of GPU-based volume
ray-casting, which allows to compute specular reflection and refraction effects at interactive frame rates on
current commodity graphics hardware. In contrast to other techniques proposed for integrating these effects
into volume rendering, our technique does not constrain the type of rendering used, i. e., it can be used with
DVR as well as isosurface rendering.
1 INTRODUCTION
Much research has been conducted in the past to
achieve interactive frame rates for volume rendering
on consumer graphics hardware. For example, with
GPU-based volume ray-casting (Roettger et al., 2003)
interactive frame rates are possible while generating
a high-quality rendering. Due to these performance
aspects it becomes possible to integrate more sophis-
ticated illumination models to increase the visual re-
alism of volume rendered images (see Figure 1).
The proposed technique modifies GPU-based ray-
casting by processing a ray-caster multiple times with
different entry and exit points. Thus, we are able to
use arbitrary ray-caster modules, potentially support-
ing different rendering styles, by just transforming
their input points. Since the proposed implementa-
tion exploits the capabilities of current graphics hard-
ware and achieves interactive frame rates while sup-
porting global illumination phenomena, we support
full interactivity. Thus, the transfer function can be
changed interactively, and it is possible to define dif-
ferent materials, e. g., more reflective or glassy ones.
One important aspect is our progressive refinement
of the resulting rendering. By using this refinement,
it becomes possible to support specular reflection as
well as refraction even on older graphics hardware by
still allowing interactive exploration.
2 RELATED WORK
A lot of research has been conducted with the goal
to allow interactive frame rates when ray-tracing vol-
umetric data sets. Kajiya and von Herzen (Kajiya
and Herzen, 1984) propose a volumetric ray-tracing
system, which allows to simulate scattering besides
the typical ray-tracing effects like specular reflection.
The ray-tracing technique presented by Marmitt and
Slusallek is more interactive, but constrained to iso-
surfaces (Marmitt and Slusallek, 2006). Since inter-
activity is important to be able to modify important
rendering parameters, e. g., the thresholding or the
transfer function, Marmitt et al. review different ap-
proaches for interactive ray-tracing of volumetric data
in a state-of-the-art report (Marmitt et al., 2006).
Besides ray-tracing, various publications also con-
sider refraction in volume graphics. Rodgman and
Chen describe different approaches, which exploit
a ray tracer to find refractive indices of materi-
als (Rodgman and Chen, 2001). Li and M
¨
uller aim
at smooth gradients by proposing a B-spline kernel
for gradient filtering (Li and Mueller, 2005).
One approach to integrate specular reflection and
refraction into a GPU-based volume ray-caster has
been presented by Stegmaier et al. (Stegmaier et al.,
2005). They describe a ray-casting framework for
generating highly appealing renderings which incor-
219
Ropinski T., Hinrichs K. and Kasten J. (2009).
GPU-BASED VOLUME RAY-CASTING SUPPORTING SPECULAR REFLECTION AND REFRACTION.
In Proceedings of the Fourth International Conference on Computer Graphics Theory and Applications, pages 219-222
DOI: 10.5220/0001784402190222
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