Real-time Deblocked GPU Rendering of Compressed Volumes

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Date
2014
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
Abstract
The wide majority of current state-of-the-art compressed GPU volume renderers are based on block-transform coding, which is susceptible to blocking artifacts, particularly at low bit-rates. In this paper we address the problem for the first time, by introducing a specialized deferred filtering architecture working on block-compressed data and including a novel deblocking algorithm. The architecture efficiently performs high quality shading of massive datasets by closely coordinating visibility- and resolution-aware adaptive data loading with GPU-accelerated per-frame data decompression, deblocking, and rendering. A thorough evaluation including quantitative and qualitative measures demonstrates the performance of our approach on large static and dynamic datasets including a massive 5124 turbulence simulation (256GB), which is aggressively compressed to less than 2 GB, so as to fully upload it on graphics board and to explore it in real-time during animation.
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@inproceedings{
10.2312:vmv.20141290
, booktitle = {
Vision, Modeling & Visualization
}, editor = {
Jan Bender and Arjan Kuijper and Tatiana von Landesberger and Holger Theisel and Philipp Urban
}, title = {{
Real-time Deblocked GPU Rendering of Compressed Volumes
}}, author = {
Marton, Fabio
 and
Guitián, José A. Iglesias
 and
Díaz, Jose
 and
Gobbetti, Enrico
}, year = {
2014
}, publisher = {
The Eurographics Association
}, ISBN = {
978-3-905674-74-3
}, DOI = {
10.2312/vmv.20141290
} }
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