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A GPU-based Multiresolution Pipeline for Compressed Volume Rendering

机译:基于GPU的多分辨率管道,用于压缩容量渲染

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The recent improvements in data-acquisition methods have resulted in the emergence of increasingly larger volumetric datasets. The design of GPU volume rendering solutions must have into account this trend while dealing with the limited available memory in a graphics card. In this work, we present a pipeline for volume rendering that stores a compressed version of the dataset in the GPU memory. During visualization, the volume is divided in bricks, which are decompressed and rendered with a specific level of resolution depending on their distance to the camera. As the main tasks of our pipeline are executed entirely on the GPU, we minimize the communication between the CPU and the graphics hardware. We obtain competitive results with other GPU implementations of compressed volume rendering, with a refresh rate between 30 and 60 FPS for volumes of size in the range between 256~3 and 512~3.
机译:最近数据采集方法的改进导致了越来越大的体积数据集的出现。 GPU卷渲染解决方案的设计必须考虑到这种趋势,同时在图形卡中处理有限的可用内存。在这项工作中,我们介绍了一个管道,用于卷渲染,它在GPU内存中存储数据集的压缩版本。在可视化期间,体积被划分为砖块,其被解压缩并通过特定水平的分辨率呈现,这取决于它们到相机的距离。由于我们的管道的主要任务完全在GPU上执行,我们最大限度地减少CPU与图形硬件之间的通信。我们通过压缩音量渲染的其他GPU实现获得竞争结果,刷新率在30到60 fps之间的尺寸在256〜3和512〜3之间的范围内。

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