Volume graphics shaders for GPU

Volume graphics attracts our research interest. On one hand, the challenging tasks in cyberspace applications are to model and render the objects and phenomena with complex properties such as the nonuniform and nonrigid materials in volumetric datasets. On the other hand, graphics algorithms have be...

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Main Author: Muhammad Mobeen Movania
Other Authors: Lin Feng
Format: Theses and Dissertations
Language:English
Published: 2012
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Online Access:https://hdl.handle.net/10356/50773
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-507732023-03-04T00:41:28Z Volume graphics shaders for GPU Muhammad Mobeen Movania Lin Feng School of Computer Engineering Emerging Research Lab DRNTU::Engineering::Computer science and engineering::Computing methodologies::Computer graphics DRNTU::Engineering::Computer science and engineering::Computing methodologies::Simulation and modeling Volume graphics attracts our research interest. On one hand, the challenging tasks in cyberspace applications are to model and render the objects and phenomena with complex properties such as the nonuniform and nonrigid materials in volumetric datasets. On the other hand, graphics algorithms have been developed mainly for rigid object representation, affine transformation and offline rendering. This limits their applications in time-constraint yet complex systems, for example, image-guided surgery and therapy systems. In response, this thesis presents a comprehensive study on modeling and rendering of volumetric graphical objects and the acceleration technologies for the new-generation Graphics Processing Unit (GPU). The research focus is on the novel hardware accelerated solutions by programming shaders on the GPU, including the vertex, tessellation, geometry and fragment shaders. First, there is a strong demand for integrating the volume visualization and deformation processes in real-time systems. We are interested in an efficient method that can utilize the new features of the modern GPU. One such feature is transform feedback which is a special mode in which the GPU feedbacks the vertices in its own clock cycles. While this mode was initially used for dynamic tessellation and Level-Of-Detail (LOD) rendering, we have exploited this mode for a deformation pipeline implemented entirely on the GPU using transform feedback. Our experimental results reveal that the proposed pipeline outperforms other GPU implementation schemes. Moreover, we can couple such a deformation pipeline with the visualization pipeline seamlessly reducing the amount of data transfer out of the GPU core. Previous approaches suffer from an unbalanced utilization of the graphics pipeline; that is, they are either vertex shader bound or fragment shader bound. On the contrary, since our pipeline uses the vertex shader stage for deformation and uses the fragment shader stage for volume rendering, it makes a balanced utilization of the programmable graphics pipeline. We apply the proposed pipeline first in a mesh based approach for large deformation and then extend it to a meshless approach for relatively small and accurately controlled deformation. DOCTOR OF PHILOSOPHY (SCE) 2012-10-31T01:44:37Z 2012-10-31T01:44:37Z 2012 2012 Thesis Muhammad, M. M. (2012). Volume graphics shaders for GPU. Doctoral thesis, Nanyang Technological University, Singapore. https://hdl.handle.net/10356/50773 10.32657/10356/50773 en 198 p. application/pdf
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic DRNTU::Engineering::Computer science and engineering::Computing methodologies::Computer graphics
DRNTU::Engineering::Computer science and engineering::Computing methodologies::Simulation and modeling
spellingShingle DRNTU::Engineering::Computer science and engineering::Computing methodologies::Computer graphics
DRNTU::Engineering::Computer science and engineering::Computing methodologies::Simulation and modeling
Muhammad Mobeen Movania
Volume graphics shaders for GPU
description Volume graphics attracts our research interest. On one hand, the challenging tasks in cyberspace applications are to model and render the objects and phenomena with complex properties such as the nonuniform and nonrigid materials in volumetric datasets. On the other hand, graphics algorithms have been developed mainly for rigid object representation, affine transformation and offline rendering. This limits their applications in time-constraint yet complex systems, for example, image-guided surgery and therapy systems. In response, this thesis presents a comprehensive study on modeling and rendering of volumetric graphical objects and the acceleration technologies for the new-generation Graphics Processing Unit (GPU). The research focus is on the novel hardware accelerated solutions by programming shaders on the GPU, including the vertex, tessellation, geometry and fragment shaders. First, there is a strong demand for integrating the volume visualization and deformation processes in real-time systems. We are interested in an efficient method that can utilize the new features of the modern GPU. One such feature is transform feedback which is a special mode in which the GPU feedbacks the vertices in its own clock cycles. While this mode was initially used for dynamic tessellation and Level-Of-Detail (LOD) rendering, we have exploited this mode for a deformation pipeline implemented entirely on the GPU using transform feedback. Our experimental results reveal that the proposed pipeline outperforms other GPU implementation schemes. Moreover, we can couple such a deformation pipeline with the visualization pipeline seamlessly reducing the amount of data transfer out of the GPU core. Previous approaches suffer from an unbalanced utilization of the graphics pipeline; that is, they are either vertex shader bound or fragment shader bound. On the contrary, since our pipeline uses the vertex shader stage for deformation and uses the fragment shader stage for volume rendering, it makes a balanced utilization of the programmable graphics pipeline. We apply the proposed pipeline first in a mesh based approach for large deformation and then extend it to a meshless approach for relatively small and accurately controlled deformation.
author2 Lin Feng
author_facet Lin Feng
Muhammad Mobeen Movania
format Theses and Dissertations
author Muhammad Mobeen Movania
author_sort Muhammad Mobeen Movania
title Volume graphics shaders for GPU
title_short Volume graphics shaders for GPU
title_full Volume graphics shaders for GPU
title_fullStr Volume graphics shaders for GPU
title_full_unstemmed Volume graphics shaders for GPU
title_sort volume graphics shaders for gpu
publishDate 2012
url https://hdl.handle.net/10356/50773
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