Real-time deblocked GPU rendering of compressed volumes
Proc. 19th International Workshop on Vision, Modeling and Visualization (VMV) - 2014
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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 $512^4$ 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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Références BibTex
@InProceedings{MIDG14,
author = {Marton, F. and Iglesias Guitián, J. and Diaz, J. and Gobbetti, E.},
title = {Real-time deblocked GPU rendering of compressed volumes},
booktitle = {Proc. 19th International Workshop on Vision, Modeling and Visualization (VMV)},
year = {2014},
keywords = {volume rendering, compression, GPU rendering},
url = {https://publications.crs4.it/pubdocs/2014/MIDG14},
}
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