GPU Volume Rendering with Hierarchical Compression Using VDB

dc.contributor.authorZellmann, Stefanen_US
dc.contributor.authorJaroš, Milanen_US
dc.contributor.authorAmstutz, Jeffersonen_US
dc.contributor.authorWald, Ingoen_US
dc.contributor.editorReina, Guidoen_US
dc.contributor.editorRizzi, Silvioen_US
dc.contributor.editorGueunet, Charlesen_US
dc.date.accessioned2025-05-26T07:15:08Z
dc.date.available2025-05-26T07:15:08Z
dc.date.issued2025
dc.description.abstractWe propose a compression-based approach to GPU rendering of large volumetric data using OpenVDB and NanoVDB. We use OpenVDB to create a lossy, fixed-rate compressed representation of the volume on the host, and use NanoVDB to perform fast, low-overhead, and on-the-fly decompression during rendering. We show that this approach is fast, works well even in a (incoherent) Monte Carlo path tracing context, can significantly reduce the memory requirements of volume rendering, and can be used as an almost drop-in replacement into existing 3D texture-based renderers.en_US
dc.description.sectionheadersPapers
dc.description.seriesinformationEurographics Symposium on Parallel Graphics and Visualization
dc.identifier.doi10.2312/pgv.20251152
dc.identifier.isbn978-3-03868-274-5
dc.identifier.issn1727-348X
dc.identifier.pages10 pages
dc.identifier.urihttps://doi.org/10.2312/pgv.20251152
dc.identifier.urihttps://diglib.eg.org/handle/10.2312/pgv20251152
dc.publisherThe Eurographics Associationen_US
dc.rightsAttribution 4.0 International License
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/
dc.titleGPU Volume Rendering with Hierarchical Compression Using VDBen_US
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