Title:
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FRAME-TO-FRAME COHERENT GPU SPLATTING |
Author(s):
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Sergi Grau , Dani Tost |
ISBN:
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978-972-8924-63-8 |
Editors:
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Yingcai Xiao and Eleonore ten Thij |
Year:
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2008 |
Edition:
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Single |
Keywords:
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Volume rendering, Splatting, Time-Varying, Hardware accelerations. |
Type:
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Full Paper |
First Page:
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27 |
Last Page:
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35 |
Language:
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English |
Cover:
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Full Contents:
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click to dowload
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Paper Abstract:
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Recently, several improvements of the classical splatting volume rendering technique have been proposed, specifically,
GPU implementations that considerably speed it up. However, splatting time-varying data, even using the GPU, is still
slow and not very suitable for interactive data exploration through time. In this paper, we propose a GPU-based viewaligned
splatting algorithm that exploits frame-to-frame coherence to render time-varying volume datasets. Our method
run-length encodes time-varying data in the GPU. At each frame, we update view-aligned buckets that store the voxels
contributing to each sheet-buffer. If the camera moves, the buckets are sorted in the GPU, otherwise they are directly
used to compute the sheet-buffers. Our method supports interactive exploration of the data through time as well as
camera and transfer function changes. |
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