Please use this identifier to cite or link to this item: https://hdl.handle.net/10356/98905
Title: High-performance volume rendering on the ubiquitous webGL platform
Authors: Mobeen, Movania Muhammad
Feng, Lin
Issue Date: 2012
Source: 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.
Conference: 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)
Abstract: 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.
URI: https://hdl.handle.net/10356/98905
http://hdl.handle.net/10220/12763
DOI: 10.1109/HPCC.2012.58
Schools: School of Computer Engineering 
Fulltext Permission: none
Fulltext Availability: No Fulltext
Appears in Collections:SCSE Conference Papers

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