2012
DOI: 10.1111/j.1467-8659.2012.03017.x
|View full text |Cite
|
Sign up to set email alerts
|

Interactive Editing of GigaSample Terrain Fields

Abstract: Figure 1: A terrain field of over 300 gigasamples (left). Direct editing using a paint and displacement brush (right) and simultaneous rendering of the resulting changes is performed at 60 fps on a 1920×1080 viewport using our approach. AbstractPrevious terrain rendering approaches have addressed the aspect of data compression and fast decoding for rendering, but applications where the terrain is repeatedly modified and needs to be buffered on disk have not been considered so far. Such applications require bot… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
18
0
1

Year Published

2012
2012
2018
2018

Publication Types

Select...
5
1
1

Relationship

1
6

Authors

Journals

citations
Cited by 29 publications
(19 citation statements)
references
References 22 publications
0
18
0
1
Order By: Relevance
“…The recent survey by Balsa Rodriguez et al [19] provides a focused treatment of compression techniques used in the context of volume visualization. We use the wavelet-based method described by Treib et al [20], [21] for the compression of 3D scalar fields, which decodes the data directly on the GPU from a Huffman-encoded wavelet coefficient stream.…”
Section: Volume Renderingmentioning
confidence: 99%
See 1 more Smart Citation
“…The recent survey by Balsa Rodriguez et al [19] provides a focused treatment of compression techniques used in the context of volume visualization. We use the wavelet-based method described by Treib et al [20], [21] for the compression of 3D scalar fields, which decodes the data directly on the GPU from a Huffman-encoded wavelet coefficient stream.…”
Section: Volume Renderingmentioning
confidence: 99%
“…We employ the GPU for both compression and decompression, as it has been shown to achieve superior throughput compared to CPUs [20]. Our GPU compression scheme for volumetric data is similar in spirit to the one proposed by Treib et al [21]: First, the input floating point values are quantized with a userdefined quantization step.…”
Section: Gpu Data Compressionmentioning
confidence: 99%
“…We use the GPU compression scheme recently proposed by Treib et al [39], which has been tailored explicitly to support both encoding and decoding on current GPU architectures. The wavelet compression builds upon the fast CUDA implementation of the discrete wavelet transform (DWT) by van der Laan et al [40].…”
Section: Compression Algorithmmentioning
confidence: 99%
“…Compression schemes based on transform coding also have a long tradition in visualization, for instance to reduce memory and bandwidth limitations in volume visualization [16,33,43,45]. However, only with the possibility to perform the entire compression pipeline on the GPU [39]-including encoding and decoding-can the full potential of wavelet-based compression be employed for large data visualization. …”
Section: Lossy Compressionmentioning
confidence: 99%
See 1 more Smart Citation