GPU-Based Interactive Volume Cutting
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Graphical Abstract
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Abstract
In order to realize real-time and efficient volume cutting,this paper presents a cutting method based on human-computer interaction and GPU volume rendering.By the method,first,the 3D cutting volume surfaces are generated by human interactions and trianglization.These 3D surfaces are used as proxy geometry for GPU-based ray-casting algorithm.Then,the ray's enter and leaving points on the proxies are determined through the depth peeling algorithm.Finally,the n-pass volume rendering is achieved.The proposed method is applied to single 3D texture,it achieves arbitrary-shaped multiple cutting.The rendering efficiency after cutting can be improved while the memory on GPU is saved.
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