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2010
DOI: 10.1007/s00371-010-0453-y
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View-dependent exploration of massive volumetric models on large-scale light field displays

Abstract: We report on a light-field display based virtual environment enabling multiple naked-eye users to perceive detailed multi-gigavoxel volumetric models as floating in space, responsive to their actions, and delivering different information in different areas of the workspace. Our contributions include a set of specialized interactive illustrative techniques able to provide different contextual information in different areas of the display, as well as an out-of-core CUDA based raycasting engine with a number of i… Show more

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Cited by 24 publications
(14 citation statements)
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“…In this context, large volume data is handled by compressing it using adaptive texturing schemes to fit entire datasets into GPU memory [25], or by using flat [17] or hierarchical [12,5,14] multiresolution structures in conjunction with adaptive loaders to deal with datasets of potentially unlimited size. In this context, our contribution is the first integration of a GPU accelerated tensor reconstruction of multiscale volume data into a real-time and out-of-core LOD based volume renderer (i.e., MOVR [12,14]). Data reduction, in this context, is of great importance to save storage space at all stages of the processing and rendering pipelines, as well as to reduce time and cost of transmission between the layers of the memory hierarchy.…”
Section: Related Workmentioning
confidence: 99%
See 2 more Smart Citations
“…In this context, large volume data is handled by compressing it using adaptive texturing schemes to fit entire datasets into GPU memory [25], or by using flat [17] or hierarchical [12,5,14] multiresolution structures in conjunction with adaptive loaders to deal with datasets of potentially unlimited size. In this context, our contribution is the first integration of a GPU accelerated tensor reconstruction of multiscale volume data into a real-time and out-of-core LOD based volume renderer (i.e., MOVR [12,14]). Data reduction, in this context, is of great importance to save storage space at all stages of the processing and rendering pipelines, as well as to reduce time and cost of transmission between the layers of the memory hierarchy.…”
Section: Related Workmentioning
confidence: 99%
“…The working set is incrementally maintained on the CPU and GPU memory by asynchronously fetching data from the out-of-core brick multiresolution TA structure. Following the MOVR approach [12,14], the working set is maintained by an adaptive refinement method guided by the visibility information fed back from the renderer. The adaptive loader maintains on GPU a cache of recently used volume bricks, stored in a 3D texture.…”
Section: Related Workmentioning
confidence: 99%
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“…For an in-depth description of similar systems, we refer the reader to [17], [15] and [16]. The whole system is outlined in figure 5.…”
Section: Multiresolution Volume Renderingmentioning
confidence: 99%
“…The multiview splicedview-field display is regarded as a light field display providing a smaller crosstalk and a wider viewing area, and it has attracted much attention. Iglesias Guitian [6] developed a large-scale light field display using projectors' array and delivered good-quality 3D visualization. Takaki and Nago [7] have described natural 3D devices that can display 128, even 256, directional images with a small angle interval.…”
Section: Introductionmentioning
confidence: 99%