The Visual Computer

, Volume 22, Issue 8, pp 550–561 | Cite as

Spectral volume rendering using GPU-based raycasting

  • Magnus StrengertEmail author
  • Thomas Klein
  • Ralf Botchen
  • Simon Stegmaier
  • Min Chen
  • Thomas Ertl
Original Article


Traditional volume rendering does not incorporate a number of optical properties that are typically observed for semi-transparent materials, such as glass or water, in the real world. Therefore, we have extended GPU-based raycasting to spectral volume rendering based on the Kubelka–Munk theory for light propagation in parallel colorant layers of a turbid medium. This allows us to demonstrate the effects of selective absorption and dispersion in refractive materials, by generating volume renderings using real physical optical properties. We show that this extended volume rendering technique can be easily incorporated into a flexible framework for GPU-based volume raycasting. Our implementation shows a promising performance for a number of real data sets. In particular, we obtain up to 100 times the performance of a comparable CPU implementation.


GPU-Raycasting Spectral Volume Rendering Kubelka-Munk Theory  


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Copyright information

© Springer-Verlag 2006

Authors and Affiliations

  • Magnus Strengert
    • 1
    Email author
  • Thomas Klein
    • 1
  • Ralf Botchen
    • 1
  • Simon Stegmaier
    • 1
  • Min Chen
    • 2
  • Thomas Ertl
    • 1
  1. 1.VIS GroupUniversity of StuttgartStuttgartGermany
  2. 2.Department of Computer ScienceUniversity of Wales SwanseaSwanseaUnited Kingdom

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