Abstract

Interactive volume rendering methods such as texture-based slicing techniques and ray casting have been well developed in recent years. The rendering performance is generally restricted by the volume size, the fill-rate, and the texture fetch speed of the graphics hardware. For most 3D data sets, a fraction of the volume is empty, which will reduce the rendering performance without specific optimization. In this paper, we present a simple kd-tree-based space partitioning scheme to efficiently remove the empty spaces from the volume data sets at the preprocessing stage. The splitting rule of the scheme is based on a simple yet effective cost function evaluated through a fast approximation of the bounding volume of the nonempty regions. The scheme culls a large number of empty voxels and encloses the remaining data with a small number of axis-aligned bounding boxes, which are then used for interactive rendering. The number of boxes is controlled by halting criteria. In addition to its simplicity, our scheme...

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