TY - GEN
T1 - Approximate Ray-Casting Volume Rendering Based on Adaptive Sampling
AU - Han, Jing
AU - Lu, Yuhang
AU - Xu, Shixiong
AU - Liang, Xiaohui
N1 - Publisher Copyright:
© 2025 IEEE.
PY - 2025
Y1 - 2025
N2 - Real-time high-quality volume rendering in Virtual Reality (VR) and Head-Mounted Displays (HMDs) presents significant computational challenges due to their high resolution and framerate demands. While adaptive sampling methods have been developed to address performance issues in traditional RayCasting, they often rely on inefficient trilinear interpolation and lack global error control, which limits rendering speed and quality respectively. This paper introduces a novel approximate Ray-Casting framework that addresses these limitations. First, based on an analysis of commonly used biomedical volumes in the visualization community, we perform efficient actual-sampling at voxel boundaries by 2D-texture-based bilinear interpolation, while internal virtual-sampling points are derived via linear interpolation. Second, we introduce a global error control mechanism that dynamically allocates virtual-samples based on local error contribution, ensuring bounded rendering error. Evaluations on 5 biomedical volumes demonstrate our method achieves superior rendering quality at 90 frames per second (fps) on an HMD, outperforming state-of-the-art adaptive sampling techniques in both quality and speedup. A user study with 30 participants confirms the perceptual superiority of our approach.
AB - Real-time high-quality volume rendering in Virtual Reality (VR) and Head-Mounted Displays (HMDs) presents significant computational challenges due to their high resolution and framerate demands. While adaptive sampling methods have been developed to address performance issues in traditional RayCasting, they often rely on inefficient trilinear interpolation and lack global error control, which limits rendering speed and quality respectively. This paper introduces a novel approximate Ray-Casting framework that addresses these limitations. First, based on an analysis of commonly used biomedical volumes in the visualization community, we perform efficient actual-sampling at voxel boundaries by 2D-texture-based bilinear interpolation, while internal virtual-sampling points are derived via linear interpolation. Second, we introduce a global error control mechanism that dynamically allocates virtual-samples based on local error contribution, ensuring bounded rendering error. Evaluations on 5 biomedical volumes demonstrate our method achieves superior rendering quality at 90 frames per second (fps) on an HMD, outperforming state-of-the-art adaptive sampling techniques in both quality and speedup. A user study with 30 participants confirms the perceptual superiority of our approach.
KW - Adaptive Sampling
KW - Ray-Casting
KW - Virtual Reality
KW - Volume Rendering
UR - https://www.scopus.com/pages/publications/105035371079
U2 - 10.1109/ICVRV67992.2025.00055
DO - 10.1109/ICVRV67992.2025.00055
M3 - 会议稿件
AN - SCOPUS:105035371079
T3 - Proceedings - 2025 International Conference on Virtual Reality and Visualization, ICVRV 2025
SP - 276
EP - 281
BT - Proceedings - 2025 International Conference on Virtual Reality and Visualization, ICVRV 2025
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2025 International Conference on Virtual Reality and Visualization, ICVRV 2025
Y2 - 19 December 2025 through 21 December 2025
ER -