Block-based fragment filtration with feasible multi-GPU acceleration for real-time volume rendering on conventional personal computer
    2.
    发明授权
    Block-based fragment filtration with feasible multi-GPU acceleration for real-time volume rendering on conventional personal computer 有权
    基于块的片段过滤与可行的多GPU加速,用于常规个人计算机上的实时体积渲染

    公开(公告)号:US07154500B2

    公开(公告)日:2006-12-26

    申请号:US10829022

    申请日:2004-04-20

    IPC分类号: G06T15/00

    摘要: A computer-based method and system for interactive volume rendering of a large volume data on a conventional personal computer using hardware-accelerated block filtration optimizing uses 3D-textured axis-aligned slices and block filtration. Fragment processing in a rendering pipeline is lessened by passing fragments to various processors selectively in blocks of voxels based on a filtering process operative on slices. The process involves generating a corresponding image texture and performing two-pass rendering, namely a virtual rendering pass and a main rendering pass. Block filtration is divided into static block filtration and dynamic block filtration. The static block filtration locates any view-independent unused signal being passed to a rasterization pipeline. The dynamic block filtration determines any view-dependent unused block generated due to occlusion. Block filtration processes utilize the vertex shader and pixel shader of a GPU in conventional personal computer graphics hardware. The method is for multi-thread, multi-GPU operation.

    摘要翻译: 使用硬件加速块过滤优化的常规个人计算机上的大容量数据的交互式体绘制的基于计算机的方法和系统使用3D纹理轴对齐切片和块过滤。 基于对切片进行操作的滤波处理,通过在片体块中选择性地将片段传递到各种处理器来减少渲染流水线中的片段处理。 该过程涉及产生相应的图像纹理并执行双遍渲染,即虚拟渲染遍历和主渲染过程。 块过滤分为静态过滤和动态块过滤。 静态块过滤定位任何视图独立的未使用的信号传递到光栅化管道。 动态块过滤确定由于遮挡而产生的任何与视图相关的未使用块。 块过滤过程利用传统个人计算机图形硬件中GPU的顶点着色器和像素着色器。 该方法适用于多线程,多GPU操作。

    Block-based fragment filtration with feasible multi-GPU acceleration for real-time volume rendering on conventional personal computer
    3.
    发明授权
    Block-based fragment filtration with feasible multi-GPU acceleration for real-time volume rendering on conventional personal computer 有权
    基于块的片段过滤与可行的多GPU加速,用于常规个人计算机上的实时体积渲染

    公开(公告)号:US07184041B2

    公开(公告)日:2007-02-27

    申请号:US10971360

    申请日:2004-10-22

    IPC分类号: G06T15/00

    摘要: A computer-based method and system for interactive volume rendering of a large volume data on a conventional personal computer using hardware-accelerated block filtration optimizing uses 3D-textured axis-aligned slices and block filtration. Fragment processing in a rendering pipeline is lessened by passing fragments to various processors selectively in blocks of voxels based on a filtering process operative on slices. The process involves generating a corresponding image texture and performing two-pass rendering, namely a virtual rendering pass and a main rendering pass. Block filtration is divided into static block filtration and dynamic block filtration. The static block filtration locates any view-independent unused signal being passed to a rasterization pipeline. The dynamic block filtration determines any view-dependent unused block generated due to occlusion. Block filtration processes utilize the vertex shader and pixel shader of a GPU in conventional personal computer graphics hardware. The method is for multi-thread, multi-GPU operation.

    摘要翻译: 使用硬件加速块过滤优化的常规个人计算机上的大容量数据的交互式体绘制的基于计算机的方法和系统使用3D纹理轴对齐切片和块过滤。 基于对切片进行操作的滤波处理,通过在片体块中选择性地将片段传递到各种处理器来减少渲染流水线中的片段处理。 该过程涉及产生相应的图像纹理并执行双遍渲染,即虚拟渲染遍历和主渲染过程。 块过滤分为静态过滤和动态块过滤。 静态块过滤定位任何视图独立的未使用的信号传递到光栅化管道。 动态块过滤确定由于遮挡而产生的任何与视图相关的未使用块。 块过滤过程利用传统个人计算机图形硬件中GPU的顶点着色器和像素着色器。 该方法适用于多线程,多GPU操作。

    Block-based fragment filtration with feasible multi-GPU acceleration for real-time volume rendering on conventional personal computer
    4.
    发明申请
    Block-based fragment filtration with feasible multi-GPU acceleration for real-time volume rendering on conventional personal computer 有权
    基于块的片段过滤与可行的多GPU加速,用于常规个人计算机上的实时体积渲染

    公开(公告)号:US20050231503A1

    公开(公告)日:2005-10-20

    申请号:US10829022

    申请日:2004-04-20

    摘要: A computer-based method and system for interactive volume rendering of a large volume data on a conventional personal computer using hardware-accelerated block filtration optimizing uses 3D-textured axis-aligned slices and block filtration. Fragment processing in a rendering pipeline is lessened by passing fragments to various processors selectively in blocks of voxels based on a filtering process operative on slices. The process involves generating a corresponding image texture and performing two-pass rendering, namely a virtual rendering pass and a main rendering pass. Block filtration is divided into static block filtration and dynamic block filtration. The static block filtration locates any view-independent unused signal being passed to a rasterization pipeline. The dynamic block filtration determines any view-dependent unused block generated due to occlusion. Block filtration processes utilize the vertex shader and pixel shader of a GPU in conventional personal computer graphics hardware. The method is for multi-thread, multi-GPU operation.

    摘要翻译: 使用硬件加速块过滤优化的常规个人计算机上的大容量数据的交互式体绘制的基于计算机的方法和系统使用3D纹理轴对齐切片和块过滤。 基于对切片进行操作的滤波处理,通过在片体块中选择性地将片段传递到各种处理器来减少渲染流水线中的片段处理。 该过程涉及产生相应的图像纹理并执行双遍渲染,即虚拟渲染遍历和主渲染过程。 块过滤分为静态过滤和动态块过滤。 静态块过滤定位任何视图独立的未使用的信号传递到光栅化管道。 动态块过滤确定由于遮挡而产生的任何与视图相关的未使用块。 块过滤过程利用传统个人计算机图形硬件中GPU的顶点着色器和像素着色器。 该方法适用于多线程,多GPU操作。