Table 1.
Mean rendering times (in ms) and their standard deviations (SD) for 27000 renderings using GPU based wobbled splat rendering and GPU based ray casting including several optimization techniques for them. Two reference datasets available to the public [36,37] were used for this validation.
Rendering Method (all GPU based) | Rendering Times and Standard Deviation in ms for |
|||
---|---|---|---|---|
Spine Dataset with Threshold 20 |
Spine Dataset with Threshold 70 |
Pig Dataset with Threshold 10 |
Pig Dataset with Threshold 60 |
|
Wobbled Splatting | ||||
basic | 58.1±1.4 | 15.0±0.2 | 68.9±1.6 | 46.1±0.9 |
noise texture | 57.0±0.6 | 15.3±0.4 | 68.0±0.5 | 45.0±0.296 |
vertex buffer objects | 29.5±2.7 | 8.4±0.7 | 34.5±2.6 | 23.0±1.5 |
Ray Casting | ||||
basic | 14.1±2.0 | 13.0±1.9 | 22.2±4.3 | 21.8±4.4 |
Cuberille (64 voxels) | 20.9±3.4 | 17.9±2.8 | 24.7±6.2 | 24.2±4.8 |
Cuberille (8 voxels) | 17.9±3.4 | 10.0±3.0 | 38.3±16.5 | 20.5±6.5 |
Sparse Sampling (50%) | 12.0±1.8 | 11.0±1.6 | 15.3±2.9 | 15.3±3.0 |
Sparse Sampling (25%) | 9.8±1.4 | 9.0±1.2 | 13.4±2.1 | 13.3±2.0 |
Cuberille (8 voxels) and Sparse Sampling (25%) | 11.9±2.0 | 7.3±2.1 | 22.1±8.8 | 12.8±4.1 |