Mensmann, Jörg; Mensmann, J.: Exploiting spatial and temporal coherence in GPU-based volume rendering. 2010
Inhalt
- Preface
- Introduction
- General-Purpose Programming on Graphics Processors
- Concepts of Volume Rendering
- Theoretical Background
- Volume Rendering Approaches
- GPU-based Raycasting
- Accelerating Volume Raycasting
- Voreen: The Volume Rendering Engine
- Data-flow Concept
- User Interface
- Integration of GPU-based Raycasting
- Adding New Components
- Performance Considerations
- Empty Space Skipping using Occlusion Frustums
- Related Work
- Impact of Hardware Restrictions on GPU-based Raycasting
- Optimizing the Proxy Geometry for Space Leaping
- Occlusion frustums as proxy geometry
- Clipping the occlusion volume
- Possible extensions to the occlusion frustum approach
- GPU Implementation
- Integration into Voreen
- Results
- Summary
- Applying GPU Stream Processing to Volume Raycasting
- Related Work
- Raycasting with CUDA
- Implementing Basic Raycasting
- Slab-based Raycasting
- Integration into Voreen
- Results
- Summary
- Lossless Compression for Rendering Time-Varying Volume Data
- Related Work
- Hybrid Compression Scheme
- Data properties and hardware limitations
- Two-stage compression approach
- Subdividing the volume into bricks for compression
- Main compression algorithm
- Prediction schemes
- Variable-length coding
- Data preprocessing
- GPU-supported Decompression Pipeline
- Multi-threaded loading and LZO decompression
- Asynchronous data transfer to the GPU
- Decoding and brick assembly
- Rendering
- Integration into Voreen
- Results
- Summary
- Conclusions
- Source Code
- Index of Data Sets
- Bibliography
- Acronyms
