Abstract:
In this paper the GPU implementation of a real-time iso-
surface volume-rendering system is described in detail, which aims at
autostereoscopic displays. Since autostereoscopic displays provide im-
ages for many views, and thus require di®erent camera settings in each
pixel, and even in the three color channels of a pixel, naive rendering
approaches would slow down the rendering process by a factor of the
number of views of the display. To maintain interactive rendering, our
approach is image centric, that is, we independently set the eye position
for each pixel and implement iso-surface ray-casting in the pixel shader
of the GPU. To handle the di®erent camera settings for di®erent color
channels, geometric and color computation processes are decomposed
into multiple rendering passes. This solution allows rendering rates that
are independent of the number of main views of the autostereoscopic
display, i.e. we cannot observe speed degradation when real 3D images
are generated.