Frame-to-frame coherent GPU splatting
Tipo de documentoTexto en actas de congreso
Fecha de publicación2008-07-26
Condiciones de accesoAcceso restringido por acuerdo de confidencialidad
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.
CitaciónGrau, 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.