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Recently, several improvements of the classical splatting volume rendering technique have been proposed, specifically,
GPU implementations that considerably speed it up. However, splatting time-varying data, even using the GPU, is still
slow and not very suitable for interactive data exploration through time. In this paper, we propose a GPU-based viewaligned
splatting algorithm that exploits frame-to-frame coherence to render time-varying volume datasets. Our method
run-length encodes time-varying data in the GPU. At each frame, we update view-aligned buckets that store the voxels
contributing to each sheet-buffer. If the camera moves, the buckets are sorted in the GPU, otherwise they are directly
used to compute the sheet-buffers. Our method supports interactive exploration of the data through time as well as
camera and transfer function changes.
CitationGrau, S.; Tost, D. Frame-to-frame coherent GPU splatting. A: IADIS International conference on computer graphics and visualization. "IADIS International conference on computer graphics and visualization". 2010, p. 27-35.
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