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Single-Pass GPU-Raycasting for Structured Adaptive Mesh Refinement Data

机译:用于结构化自适应网格细化数据的单遍GPU射线广播

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Structured Adaptive Mesh Refinement (SAMR) is a popular numerical technique to study processes with high spatial and temporal dynamic range. It reduces computational requirements by adapting the lattice on which the underlying differential equations are solved to most efficiently represent the solution. Particularly in astrophysics and cosmology such simulations now can capture spatial scales ten orders of magnitude apart and more. The irregular locations and extensions of the refined regions in the SAMR scheme and the fact that different resolution levels partially overlap, poses a challenge for GPU-based direct volume rendering methods. kD-trees have proven to be advantageous to subdivide the data domain into non-overlapping blocks of equally sized cells, optimal for the texture units of current graphics hardware, but previous GPU-supported raycasting approaches for SAMR data using this data structure required a separate rendering pass for each node, preventing the application of many advanced lighting schemes that require simultaneous access to more than one block of cells. In this paper we present the first single-pass GPU-raycasting algorithm for SAMR data that is based on a kD-tree. The tree is efficiently encoded by a set of 3D-textures, which allows to adaptively sample complete rays entirely on the GPU without any CPU interaction. We discuss two different data storage strategies to access the grid data on the GPU and apply them to several datasets to prove the benefits of the proposed method.
机译:结构化自适应网格细化(SAMR)是一种流行的数值技术,用于研究具有高时空动态范围的过程。它通过调整求解基础微分方程的网格以最有效地表示解决方案,从而降低了计算要求。特别是在天体物理学和宇宙学中,这种模拟现在可以捕获相距十个数量级甚至更多的空间尺度。 SAMR方案中精炼区域的不规则位置和扩展以及不同分辨率级别部分重叠的事实,对基于GPU的直接体绘制方法提出了挑战。 kD树已被证明有利于将数据域细分为大小相同的单元的非重叠块,这对于当前图形硬件的纹理单元而言是最佳的,但是以前的GPU支持的使用此数据结构的SAMR数据光线投射方法需要单独使用每个节点的渲染过程,阻止了许多高级照明方案的应用,这些方案要求同时访问一个以上的单元块。在本文中,我们介绍了第一种基于kD树的SAMR数据单通道GPU射线广播算法。该树由一组3D纹理有效地编码,从而可以在GPU上完全自适应地采样完整的光线,而无需任何CPU交互。我们讨论了两种不同的数据存储策略,以访问GPU上的网格数据并将其应用于几个数据集,以证明该方法的好处。

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