We present an implementation approach for Marching Cubes (MC) on graphics hardware for OpenGL 2.0 or comparable graphics APIs. It currently outperforms all other known graphics processing units (GPU)-based iso-surface extraction algorithms in direct rendering for sparse or large volumes, even those using the recently introduced geometry shader (GS) capabilites. To achieve this, we outfit the Histogram Pyramid (HP) algorithm, previously only used in GPU data compaction, with the capability for arbitrary data expansion. After reformulation of MC as a data compaction and expansion process, the HP algorithm becomes the core of a highly efficient and interactive MC implementation. For graphics hardware lacking GSs, such as mobile GPUs, the concept of HP data expansion is easily generalized, opening new application domains in mobile visual computing. Further, to serve recent developments, we present how the HP can be implemented in the parallel programming language CUDA (compute unified device architecture), by using a novel 1D chunk/layer construction
We present a model-based approach to encode multiple synchronized video streams which show a dynamic scene from different viewpoints. By utilizing 3D scene geometry, we compensate for motion and disparity by transforming all video images to object textures prior to compression. A 4D SPIHT wavelet compression algorithm exploits interframe coherence in both temporal and spatial domain. Unused texels increase the compression, and a shape mask can be omitted at the cost of higher decoder complexity. Experiments with test data show that attainable compression ratios range up to 50:1 without subsampling. The proposed coding scheme is intended for use in conjunction with Free-Viewpoint Video and 3D-TV applications.
Abstracl-We present a model-based approach to encode multiple synchronized \ideo streams which show a dynamic scene from different viewpoints. By utilizing 3D scene geometry, we compensate for motion and disparity by transforming all video images to object textures prior to compression.A 4D SPIHT wavelet compression algorithm exploits inter frame coherence in both temporal and spatial di mension. Unused texels increase the compression, and a shape mask can be omitted at the cost of higher decoder complexity. The proposed coding scheme is intended for use in conjunction with Free-Viewpoint Video and 3D· TV applications.
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