High-performance volume rendering on the ubiquitous webGL platform

We have invented a high-performance GPU based volume rendering algorithm on the ubiquitous WebGL platform. As WebGL is emerging as a standard platform for web applications on mobile devices, a remarkable advantage of our approach is that the advanced volume rendering algorithms can run directly on m...

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Main Authors: Mobeen, Movania Muhammad, Feng, Lin
Other Authors: School of Computer Engineering
Format: Conference or Workshop Item
Language:English
Published: 2013
Online Access:https://hdl.handle.net/10356/98905
http://hdl.handle.net/10220/12763
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Institution: Nanyang Technological University
Language: English
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spelling sg-ntu-dr.10356-989052020-05-28T07:17:52Z High-performance volume rendering on the ubiquitous webGL platform Mobeen, Movania Muhammad Feng, Lin School of Computer Engineering IEEE International Conference on Embedded Software and Systems (9th : 2012 : Liverpool, UK) IEEE International Conference on High Performance Computing and Communication (14th : 2012 : Liverpool, UK) We have invented a high-performance GPU based volume rendering algorithm on the ubiquitous WebGL platform. As WebGL is emerging as a standard platform for web applications on mobile devices, a remarkable advantage of our approach is that the advanced volume rendering algorithms can run directly on mobile devices such as smart phones and tablets in which GPU is embedded, anywhere and anytime. Technically, we deployed a novel single-pass rendering pipeline, in contrast to the other WebGL volume rendering systems using the multi-pass approach. We extended the pseudo-color shading and ray function blending by using a custom transfer function widget in the web browser, which enables interactive feature enhancement in rendering. And lastly, to get rid of the limitation in the loop iteration for dynamic loops on the current mobile platforms, we devised a WebGL compliant 3D texture slicer as an alternative solution to rendering of large datasets. Extensive experimental results and performance assessments are reported in the paper. 2013-08-01T04:02:44Z 2019-12-06T20:01:00Z 2013-08-01T04:02:44Z 2019-12-06T20:01:00Z 2012 2012 Conference Paper Mobeen, M. M.,& Feng, L. (2012). High-Performance Volume Rendering on the Ubiquitous WebGL Platform. 2012 IEEE 14th International Conference on High Performance Computing and Communication & 2012 IEEE 9th International Conference on Embedded Software and Systems, 381 - 388. https://hdl.handle.net/10356/98905 http://hdl.handle.net/10220/12763 10.1109/HPCC.2012.58 en
institution Nanyang Technological University
building NTU Library
country Singapore
collection DR-NTU
language English
description We have invented a high-performance GPU based volume rendering algorithm on the ubiquitous WebGL platform. As WebGL is emerging as a standard platform for web applications on mobile devices, a remarkable advantage of our approach is that the advanced volume rendering algorithms can run directly on mobile devices such as smart phones and tablets in which GPU is embedded, anywhere and anytime. Technically, we deployed a novel single-pass rendering pipeline, in contrast to the other WebGL volume rendering systems using the multi-pass approach. We extended the pseudo-color shading and ray function blending by using a custom transfer function widget in the web browser, which enables interactive feature enhancement in rendering. And lastly, to get rid of the limitation in the loop iteration for dynamic loops on the current mobile platforms, we devised a WebGL compliant 3D texture slicer as an alternative solution to rendering of large datasets. Extensive experimental results and performance assessments are reported in the paper.
author2 School of Computer Engineering
author_facet School of Computer Engineering
Mobeen, Movania Muhammad
Feng, Lin
format Conference or Workshop Item
author Mobeen, Movania Muhammad
Feng, Lin
spellingShingle Mobeen, Movania Muhammad
Feng, Lin
High-performance volume rendering on the ubiquitous webGL platform
author_sort Mobeen, Movania Muhammad
title High-performance volume rendering on the ubiquitous webGL platform
title_short High-performance volume rendering on the ubiquitous webGL platform
title_full High-performance volume rendering on the ubiquitous webGL platform
title_fullStr High-performance volume rendering on the ubiquitous webGL platform
title_full_unstemmed High-performance volume rendering on the ubiquitous webGL platform
title_sort high-performance volume rendering on the ubiquitous webgl platform
publishDate 2013
url https://hdl.handle.net/10356/98905
http://hdl.handle.net/10220/12763
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