scholarly journals MULTIRESOLUTION RENDERING BASED ON GPGPU COMPUTING

2014 ◽  
pp. 298-307
Author(s):  
Julián Lamas-Rodríguez ◽  
Francisco Argüello ◽  
Dora B. Heras

The problem of visualizing large volumetric datasets is appealing for computation on the GPU. Nevertheless, the design of GPU volume rendering solutions must deal with the limited available memory in a graphics card. In this work, we present a system for multiresolution volume rendering which preprocesses the dataset dividing it into bricks and generating a compressed version by applying different levels of compression based on wavelets. The compressed volume is then stored in the GPU memory. For the later visualization process by texture mapping each brick of the volume is decompressed and rendered with a different resolution level depending on its distance to the camera. This approach computes most of the tasks in the GPU, thus minimizing the data transfers among CPU and GPU. We obtain competitive results for volumes of size in the range between 64 and 256.

Author(s):  
Yanyang Zeng ◽  
Panpan Jia

The underwater acoustics is primary and most effective method for underwater object detection and the complex underwater acoustics battlefield environment can be visually described by the three-dimensional (3D) energy field. Through solving the 3D propagation models, the traditional underwater acoustics volume data can be obtained, but it is large amount of calculation. In this paper, a novel modeling approach, which transforms two-dimensional (2D) wave equation into 2D space and optimizes energy loss propagation model, is proposed. In this way, the information for the obtained volume data will not be lost too much. At the same time, it can meet the requirements of data processing for the real-time visualization. In the process of volume rendering, 3D texture mapping methods is used. The experimental results are evaluated on data size and frame rate, showing that our approach outperforms other approaches and the approach can achieve better results in real time and visual effects.


2001 ◽  
Author(s):  
Jinwoo Hwang ◽  
June-Sic Kim ◽  
Jae Seok Kim ◽  
In Young Kim ◽  
Sun Il Kim

1997 ◽  
Vol 36 (01) ◽  
pp. 1-10 ◽  
Author(s):  
M. Haubner ◽  
A. Lösch ◽  
F. Eckstein ◽  
M. D. Seemann ◽  
W. van Eimeren ◽  
...  

Abstract:The most important rendering methods applied in medical imaging are surface and volume rendering techniques. Each approach has its own advantages and limitations: Fast surface-oriented methods are able to support real-time interaction and manipulation. The underlying representation, however, is dependent on intensive image processing to extract the object surfaces. In contrast, volume visualization is not necessarily based on extensive image processing and interpretation. No data reduction to geometric primitives, such as polygons, is required. Therefore, the process of volume rendering is currently not operating in real time. In order to provide the radiological diagnosis with additional information as well as to enable simulation and preoperative treatment planning we developed a new hybrid rendering method which combines the advantages of surface and volume presentation, and minimizes the limitations of these approaches. We developed a common data representation method for both techniques. A preprocessing module enables the construction of a data volume by interpolation as well as the calculation of object surfaces by semiautomatic image interpretation and surface construction. The hybrid rendering system is based on transparency and texture mapping features. It is embedded in a user-friendly open system which enables the support of new application fields such as virtual reality and stereolithography. The efficiency of our new method is described for 3-D subtraction angiography and the visualization of morpho-functional relationships.


2020 ◽  
Vol 15 (2) ◽  
pp. 3-12
Author(s):  
Balázs Tukora

Abstract:Numerous volume rendering techniques are available to display 3D datasets on desktop computers and virtual reality devices. Recently the spreading of mobile and standalone virtual reality headsets has brought the need for volume visualization on these platforms too. However, the volume rendering techniques that show good performance in desktop environment underachieve on these devices, due to the special hardware conditions and visualization requirements. To speed up the volumetric rendering to an accessible level a hybrid technique is introduced, a mix of the ray casting and 3D texture mapping methods. This technique increases 2-4 times the frame rate of displaying volumetric data on mobile and standalone virtual reality headsets as compared to the original methods. The new technique was created primarily to display medical images but it is not limited only to this type of volumetric data.


2007 ◽  
Vol 6 (4) ◽  
pp. 245-252 ◽  
Author(s):  
Naka TAKATOSHI ◽  
Shigeyoshi YAMAMOTO ◽  
Yasuyo HATANO ◽  
Mamoru ENDO ◽  
Masashi YAMADA ◽  
...  

2001 ◽  
Vol 14 (S1) ◽  
pp. 202-204 ◽  
Author(s):  
Jinwoo Hwang ◽  
June Sic Kim ◽  
Jae Seok Kim ◽  
In Young Kim ◽  
Sun I. Kim

2013 ◽  
Vol 765-767 ◽  
pp. 3058-3060
Author(s):  
Lei Wang

To address the air pollution diffusing problem, a visualization algorithm based on fluid diffusion physical model and volume rendering is proposed to simulate the diffusion process epically for the urgent pollution accidents. The diffusion model is based on the simplified heat diffusion equation and the basic vortex constraint. The texture mapping based volume rendering method is adapted to handle the visualization algorithm. In addition, the render process adopts the GPU to implement the real-time visualization rendering.


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