Fragment Program

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M E Groller - One of the best experts on this subject based on the ideXlab platform.

  • hardware based nonlinear filtering and segmentation using high level shading languages
    IEEE Visualization, 2003
    Co-Authors: Ivan Viola, Armin Kanitsar, M E Groller
    Abstract:

    Non-linear filtering is an important task for volume analysis. This paper presents hardware-based implementations of various non-linear filters for volume smoothing with edge preservation. The Cg high-level shading language is used in combination with latest PC consumer graphics hardware. Filtering is divided into pervertex and per-Fragment stages. In both stages we propose techniques to increase the filtering performance. The vertex Program pre-computes texture coordinates in order to address all contributing input samples of the operator mask. Thus additional computations are avoided in the Fragment Program. The presented Fragment Programs preserve cache coherence, exploit 4D vector arithmetic, and internal fixed point arithmetic to increase performance. We show the applicability of non-linear filters as part of a GPU-based segmentation pipeline. The resulting binary mask is compressed and decompressed in the graphics memory on-the-fly.

Thomas Ertl - One of the best experts on this subject based on the ideXlab platform.

  • hardware accelerated reconstruction of polygonal isosurface representations on unstructured grids
    Pacific Conference on Computer Graphics and Applications, 2004
    Co-Authors: Thomas Klein, Simon Stegmaier, Thomas Ertl
    Abstract:

    Volume visualization using isosurface extraction is a well-researched topic. Research demonstrated that even for unstructured grids peak performances of millions of tetrahedra per second can be achieved by exploiting the parallel processing capabilities of modern GPUs. In this paper we present a hardware-accelerated solution that further improves the extraction performance. In contrary to existing approaches, our technique explicitly extracts the isosurface geometry in a Fragment Program by rendering only a single screen-sized quadrilateral. The extracted geometry is directly written to an on-board graphics memory object allowing for direct rendering without further bus transfers. Additionally, the geometry can be manipulated by shader Programs or read back to the application for further processing. Examples and application scenarios are given that can benefit from our approach.

Ivan Viola - One of the best experts on this subject based on the ideXlab platform.

  • hardware based nonlinear filtering and segmentation using high level shading languages
    IEEE Visualization, 2003
    Co-Authors: Ivan Viola, Armin Kanitsar, M E Groller
    Abstract:

    Non-linear filtering is an important task for volume analysis. This paper presents hardware-based implementations of various non-linear filters for volume smoothing with edge preservation. The Cg high-level shading language is used in combination with latest PC consumer graphics hardware. Filtering is divided into pervertex and per-Fragment stages. In both stages we propose techniques to increase the filtering performance. The vertex Program pre-computes texture coordinates in order to address all contributing input samples of the operator mask. Thus additional computations are avoided in the Fragment Program. The presented Fragment Programs preserve cache coherence, exploit 4D vector arithmetic, and internal fixed point arithmetic to increase performance. We show the applicability of non-linear filters as part of a GPU-based segmentation pipeline. The resulting binary mask is compressed and decompressed in the graphics memory on-the-fly.

Thomas Klein - One of the best experts on this subject based on the ideXlab platform.

  • hardware accelerated reconstruction of polygonal isosurface representations on unstructured grids
    Pacific Conference on Computer Graphics and Applications, 2004
    Co-Authors: Thomas Klein, Simon Stegmaier, Thomas Ertl
    Abstract:

    Volume visualization using isosurface extraction is a well-researched topic. Research demonstrated that even for unstructured grids peak performances of millions of tetrahedra per second can be achieved by exploiting the parallel processing capabilities of modern GPUs. In this paper we present a hardware-accelerated solution that further improves the extraction performance. In contrary to existing approaches, our technique explicitly extracts the isosurface geometry in a Fragment Program by rendering only a single screen-sized quadrilateral. The extracted geometry is directly written to an on-board graphics memory object allowing for direct rendering without further bus transfers. Additionally, the geometry can be manipulated by shader Programs or read back to the application for further processing. Examples and application scenarios are given that can benefit from our approach.

Armin Kanitsar - One of the best experts on this subject based on the ideXlab platform.

  • hardware based nonlinear filtering and segmentation using high level shading languages
    IEEE Visualization, 2003
    Co-Authors: Ivan Viola, Armin Kanitsar, M E Groller
    Abstract:

    Non-linear filtering is an important task for volume analysis. This paper presents hardware-based implementations of various non-linear filters for volume smoothing with edge preservation. The Cg high-level shading language is used in combination with latest PC consumer graphics hardware. Filtering is divided into pervertex and per-Fragment stages. In both stages we propose techniques to increase the filtering performance. The vertex Program pre-computes texture coordinates in order to address all contributing input samples of the operator mask. Thus additional computations are avoided in the Fragment Program. The presented Fragment Programs preserve cache coherence, exploit 4D vector arithmetic, and internal fixed point arithmetic to increase performance. We show the applicability of non-linear filters as part of a GPU-based segmentation pipeline. The resulting binary mask is compressed and decompressed in the graphics memory on-the-fly.