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Title:      FRAME-TO-FRAME COHERENT GPU SPLATTING
Author(s):      Sergi Grau , Dani Tost
ISBN:      978-972-8924-63-8
Editors:      Yingcai Xiao and Eleonore ten Thij
Year:      2008
Edition:      Single
Keywords:      Volume rendering, Splatting, Time-Varying, Hardware accelerations.
Type:      Full Paper
First Page:      27
Last Page:      35
Language:      English
Cover:      cover          
Full Contents:      click to dowload Download
Paper Abstract:      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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