glsl - State-of-the-art GPU volume rendering -


what current technique implementing gpu based volume renderer in medical context, i.e. reasonable amounts of image data (512x512x1500 or more @ 16bit) , interactive/real-time performance optimal image quality? still raycasting approach introduced krüger , westermann (color cube etc.)? or have cuda/opencl changed traditional cg/glsl game?

thanks hints, paper references etc.! matthias

nothing has changed since then. there different versions of cuda/opencl/directcompute implementations floating around, same thing.

here's nice siggraph 2010 course volumetric methods in visual effects summarize common techniques.


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