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. Author manuscript; available in PMC: 2012 Jun 19.
Published in final edited form as: Z Med Phys. 2011 Jul 22;22(1):13–20. doi: 10.1016/j.zemedi.2011.06.002

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