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Time-Critical Ray-Cast Direct Volume Rendering

We present a system for time-critical ray-cast direct volume rendering which can be easily integrated into existing acceleration techniques. Our system modifies the global sampling rate of the scene based on knowledge of past frame rates and quickly and robustly converges on a user specified frame rate while requiring no overhead to implement. We have tested our technique on a wide variety of datasets and our system quickly adapts to any changes in scene complexity and transfer function and dramatically minimises the large change in frame rates that traditionally occur due to user navigation of a complex volume dataset.