Abstract:This survey gives an overview of the current state of the art in GPU techniques for interactive large‐scale volume visualization. Modern techniques in this field have brought about a sea change in how interactive visualization and analysis of giga‐, tera‐ and petabytes of volume data can be enabled on GPUs. In addition to combining the parallel processing power of GPUs with out‐of‐core methods and data streaming, a major enabler for interactivity is making both the computational and the visualization effort pr… Show more
“…We briefly discuss here the methods that are most closely related to ours. For a wider coverage, we refer the reader to established surveys on modeling and visualization approaches for time‐varying volumetric data [WF08], compression‐domain DVR [BRGIG∗14], GPU‐based large‐scale DVR [BHP15], and mobile DVR [NJ16].…”
Section: Related Workmentioning
confidence: 99%
“…They employ multiresolution data representations, compression, out‐of‐core methods and data streaming to enable interactive visualization of massive volumetric datasets. While these architectures have been extremely successful in the exploration of static datasets [TBR∗12,BRGIG∗14, BHP15], current techniques do not fully support real‐time exploration of dynamic data with full spatial and temporal control (see Sec. 2).…”
We introduce a novel flexible approach to spatiotemporal exploration of rectilinear scalar volumes. Our out‐of‐core representation, based on per‐frame levels of hierarchically tiled non‐redundant 3D grids, efficiently supports spatiotemporal random access and streaming to the GPU in compressed formats. A novel low‐bitrate codec able to store into fixed‐size pages a variable‐rate approximation based on sparse coding with learned dictionaries is exploited to meet stringent bandwidth constraint during time‐critical operations, while a near‐lossless representation is employed to support high‐quality static frame rendering. A flexible high‐speed GPU decoder and raycasting framework mixes and matches GPU kernels performing parallel object‐space and image‐space operations for seamless support, on fat and thin clients, of different exploration use cases, including animation and temporal browsing, dynamic exploration of single frames, and high‐quality snapshots generated from near‐lossless data. The quality and performance of our approach are demonstrated on large data sets with thousands of multi‐billion‐voxel frames.
“…We briefly discuss here the methods that are most closely related to ours. For a wider coverage, we refer the reader to established surveys on modeling and visualization approaches for time‐varying volumetric data [WF08], compression‐domain DVR [BRGIG∗14], GPU‐based large‐scale DVR [BHP15], and mobile DVR [NJ16].…”
Section: Related Workmentioning
confidence: 99%
“…They employ multiresolution data representations, compression, out‐of‐core methods and data streaming to enable interactive visualization of massive volumetric datasets. While these architectures have been extremely successful in the exploration of static datasets [TBR∗12,BRGIG∗14, BHP15], current techniques do not fully support real‐time exploration of dynamic data with full spatial and temporal control (see Sec. 2).…”
We introduce a novel flexible approach to spatiotemporal exploration of rectilinear scalar volumes. Our out‐of‐core representation, based on per‐frame levels of hierarchically tiled non‐redundant 3D grids, efficiently supports spatiotemporal random access and streaming to the GPU in compressed formats. A novel low‐bitrate codec able to store into fixed‐size pages a variable‐rate approximation based on sparse coding with learned dictionaries is exploited to meet stringent bandwidth constraint during time‐critical operations, while a near‐lossless representation is employed to support high‐quality static frame rendering. A flexible high‐speed GPU decoder and raycasting framework mixes and matches GPU kernels performing parallel object‐space and image‐space operations for seamless support, on fat and thin clients, of different exploration use cases, including animation and temporal browsing, dynamic exploration of single frames, and high‐quality snapshots generated from near‐lossless data. The quality and performance of our approach are demonstrated on large data sets with thousands of multi‐billion‐voxel frames.
“…So an accelerating algorithm with high performance and a small memory footprint can offer significant benefits in the GPU-based processing of the large datasets that are becoming the norm [BHP14]; PMB has this potential. The GPUs memory has to accommodate not only the input volume data, but also the output mesh and the accelerating structure involved.…”
Interactive isosurface visualisation has been made possible by mapping algorithms to GPU architectures. However, current state-of-the-art isosurfacing algorithms usually consume large amounts of GPU memory owing to the additional acceleration structures they require. As a result, the continued limitations on available GPU memory mean that they are unable to deal with the larger datasets that are now increasingly becoming prevalent. This paper proposes a new parallel isosurface-extraction algorithm that exploits the blocked organisation of the parallel threads found in modern many-core platforms to achieve fast isosurface extraction and reduce the associated memory requirements. This is achieved by optimising thread co-operation within thread-blocks and reducing redundant computation; ultimately, an indexed triangular mesh can be produced. Experiments have shown that the proposed algorithm is much faster (up to 10×) than state-of-the-art GPU algorithms and has a much smaller memory footprint, enabling it to handle much larger datasets (up to 64×) on the same GPU.
“…With the entry and exit point of one ray into the volume, the problem is commonly reduced to sampling the volume at constant steps, classifying the samples and composing them. It is also accompanied with acceleration techniques like early ray termination [4].…”
Volume rendering is an important area of study in computer graphics, due to its application in areas such as medicine, physic simulations, oil and gas industries, and others. The main used method nowadays for volume rendering is ray casting. Nevertheless, there are a variety of parallel APIs that can be used to implement it. Thus, it is important to evaluate the performance of ray casting in different parallel APIs to help programmers in selecting one of them. In this paper, we present a performance comparison using OpenGL ® with fragment shader, OpenGL ® with compute shader, OpenCL, and CUDA.
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