We present a vector implementation for nonlinear filters that allows an efficient execution on graphics processing units. These filters are popular to suppress shot noise arising in low light conditions. Having them available at the end of the visualization stage makes this setup particularly suitable for handling the postprocessing stages for light microscopy. Without vector acceleration, these filters constitute a bottleneck since real time or frequent update volume rendering has become available on desktop workstations. Even simple averaging operations can push the overall system's performance noticeably below the original frame rate.
| UI | MeSH Term | Description | Entries |
|---|