Abstract: | Because the GPU technology is developed quickly, so it can be used to speed the process of visualization. Three algorithms for non-uniform rectilinear grid, which include CPU raycasting based on uniform auxiliary grid, GPU raycasting based on auxiliary texture, and 3D texture volume rendering based on slices, are provided in this paper. The algorithms are tested with Nvidia Geforce 6800GT card. It is shown that the GPU algorithm is far faster than CPU algorithm, and the 3D volume rendering is faster than GPU raycasting. |