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
“…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%
“…For rendering and visibility computation, the octree is traversed using a CUDA stack-less octree ray-caster, which employs preintegrated scalar transfer functions to associate optical properties to scalar values, and supports a variety of shading modes [14]. The ray-caster works on reconstructed bricks, and reconstruction steps occur only upon GPU cache misses.…”
Abstract-Large scale and structurally complex volume datasets from high-resolution 3D imaging devices or computational simulations pose a number of technical challenges for interactive visual analysis. In this paper, we present the first integration of a multiscale volume representation based on tensor approximation within a GPU-accelerated out-of-core multiresolution rendering framework. Specific contributions include (a) a hierarchical brick-tensor decomposition approach for pre-processing large volume data, (b) a GPU accelerated tensor reconstruction implementation exploiting CUDA capabilities, and (c) an effective tensor-specific quantization strategy for reducing data transfer bandwidth and out-of-core memory footprint. Our multiscale representation allows for the extraction, analysis and display of structural features at variable spatial scales, while adaptive level-of-detail rendering methods make it possible to interactively explore large datasets within a constrained memory footprint. The quality and performance of our prototype system is evaluated on large structurally complex datasets, including gigabyte-sized micro-tomographic volumes.
“…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%
“…For rendering and visibility computation, the octree is traversed using a CUDA stack-less octree ray-caster, which employs preintegrated scalar transfer functions to associate optical properties to scalar values, and supports a variety of shading modes [14]. The ray-caster works on reconstructed bricks, and reconstruction steps occur only upon GPU cache misses.…”
Abstract-Large scale and structurally complex volume datasets from high-resolution 3D imaging devices or computational simulations pose a number of technical challenges for interactive visual analysis. In this paper, we present the first integration of a multiscale volume representation based on tensor approximation within a GPU-accelerated out-of-core multiresolution rendering framework. Specific contributions include (a) a hierarchical brick-tensor decomposition approach for pre-processing large volume data, (b) a GPU accelerated tensor reconstruction implementation exploiting CUDA capabilities, and (c) an effective tensor-specific quantization strategy for reducing data transfer bandwidth and out-of-core memory footprint. Our multiscale representation allows for the extraction, analysis and display of structural features at variable spatial scales, while adaptive level-of-detail rendering methods make it possible to interactively explore large datasets within a constrained memory footprint. The quality and performance of our prototype system is evaluated on large structurally complex datasets, including gigabyte-sized micro-tomographic volumes.
Abstract-Interactive and high-quality visualization of spatially continuous 3D fields represented by scattered distributions of billions of particles is challenging. One common approach is to resample the quantities carried by the particles to a regular grid and to render the grid via volume ray-casting. In large-scale applications such as astrophysics, however, the required grid resolution can easily exceed 10K samples per spatial dimension, letting resampling approaches appear unfeasible. In this paper we demonstrate that even in these extreme cases such approaches perform surprisingly well, both in terms of memory requirement and rendering performance. We resample the particle data to a multiresolution multiblock grid, where the resolution of the blocks is dictated by the particle distribution. From this structure we build an octree grid, and we then compress each block in the hierarchy at no visual loss using wavelet-based compression. Since decompression can be performed on the GPU, it can be integrated effectively into GPU-based out-of-core volume ray-casting. We compare our approach to the perspective grid approach which resamples at run-time into a view-aligned grid. We demonstrate considerably faster rendering times at high quality, at only a moderate memory increase compared to the raw particle set.
“…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.…”
The crosstalk evaluation of multiview autostereoscopic three-dimensional (3D) displays is discussed, with both the human and technical factors investigated via image quality assessment. In the imaging performance measurements and analysis for a multiview autostereoscopic display prototype equipment, it was inferred that crosstalk would have both a positive and a negative effect on the imaging performance of the equipment. The importance of the attached diaphragm in the crosstalk evaluation was proposed and then experimentally verified, using the developed prototype equipment. The luminance distribution and crosstalk situation were given, with two different diaphragm arrays applied. The analysis results showed that the imaging performance of this 3D display system can be improved with minimum changes to the system structure.
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