24 research outputs found

    Topographic map visualization from adaptively compressed textures

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    Raster-based topographic maps are commonly used in geoinformation systems to overlay geographic entities on top of digital terrain models. Using compressed texture formats for encoding topographic maps allows reducing latency times while visualizing large geographic datasets. Topographic maps encompass high-frequency content with large uniform regions, making current compressed texture formats inappropriate for encoding them. In this paper we present a method for locally-adaptive compression of topographic maps. Key elements include a Hilbert scan to maximize spatial coherence, efficient encoding of homogeneous image regions through arbitrarily-sized texel runs, a cumulative run-length encoding supporting fast random-access, and a compression algorithm supporting lossless and lossy compression. Our scheme can be easily implemented on current programmable graphics hardware allowing real-time GPU decompression and rendering of bilinear-filtered topographic maps.Postprint (published version

    Interactive deformation and visualization of level set surfaces using graphics hardware

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    technical reportDeformable isosurfaces, implemented with level-set methods, have demonstrated a great potential in visualization for applications such as segmentation, surface process- ing, and surface reconstruction. Their usefulness has been limited, however, by two problems. First, 3D level sets are relatively slow to compute. Second, their formulation usually entails several free parameters that can be difficult to tune correctly for specific applications. The second problem is compounded by the first. This paper presents a solution to these challenges by describing graphics processor (GPU) based algorithms for solving and visualizing level-set solutions at interactive rates. Our efficient GPU- based solution relies on packing the level-set isosurface data into a dynamic, sparse texture format. As the level set moves, this sparse data structure is updated via a novel GPU to CPU message passing scheme. When the level-set solver is integrated with a real-time volume renderer operating on the same p

    Gigavoxels: ray-guided streaming for efficient and detailed voxel rendering

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    Figure 1: Images show volume data that consist of billions of voxels rendered with our dynamic sparse octree approach. Our algorithm achieves real-time to interactive rates on volumes exceeding the GPU memory capacities by far, tanks to an efficient streaming based on a ray-casting solution. Basically, the volume is only used at the resolution that is needed to produce the final image. Besides the gain in memory and speed, our rendering is inherently anti-aliased. We propose a new approach to efficiently render large volumetric data sets. The system achieves interactive to real-time rendering performance for several billion voxels. Our solution is based on an adaptive data representation depending on the current view and occlusion information, coupled to an efficient ray-casting rendering algorithm. One key element of our method is to guide data production and streaming directly based on information extracted during rendering. Our data structure exploits the fact that in CG scenes, details are often concentrated on the interface between free space and clusters of density and shows that volumetric models might become a valuable alternative as a rendering primitive for real-time applications. In this spirit, we allow a quality/performance trade-off and exploit temporal coherence. We also introduce a mipmapping-like process that allows for an increased display rate and better quality through high quality filtering. To further enrich the data set, we create additional details through a variety of procedural methods. We demonstrate our approach in several scenarios, like the exploration of a 3D scan (8192 3 resolution), of hypertextured meshes (16384 3 virtual resolution), or of a fractal (theoretically infinite resolution). All examples are rendered on current generation hardware at 20-90 fps and respect the limited GPU memory budget. This is the author’s version of the paper. The ultimate version has been published in the I3D 2009 conference proceedings.

    Application-Driven Compression for Visualizing Large-Scale Time-Varying Data

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    Interactive deformation and visualization of level set surfaces using graphics hardware

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    Journal ArticleDeformable isosurfaces, implemented with level-set methods, have demonstrated a great potential in visualization for applications such as segmentation, surface processing, and surface reconstruction. Their usefulness has been limited, however, by their high computational cost and and reliance on significant parameter tuning. This paper presents a solution to these challenges by describing graphics processor (GPU) based algorithms for solving and visualizing levelset solutions at interactive rates. Our efficient GPU-based solution relies on packing the level-set isosurface data into a dynamic, sparse texture format. As the level set moves, this sparse data structure is updated via a novel GPU to CPU message passing scheme. When the level-set solver is integrated with a real-time volume renderer operating on the same packed format, a user can visualize and steer the deformable level-set surface as it evolves. In addition, the resulting isosurface can serve as a region-of-interest specifier for the volume renderer. This paper demonstrates the capabilities of this technology for interactive volume visualization and segmentation

    On sparse voxel DAGs and memory efficient compression of surface attributes for real-time scenarios

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    The general shape of a 3D object can expeditiously be represented as, e.g., triangles or voxels, while smaller-scale features usually are parameterized over the surface of the object. Such features include, but are not limited to, color details, small-scale surface-normal variations, or even view-dependent properties required for the light-surface interactions. This thesis is a collection of four papers that focus on new ways to compress and efficiently utilize surface data in 3D for real-time usage.In Paper IA and IB, we extend upon the concept of sparse voxel DAGs, a real-time compression format of a voxel-grid, to allow an attribute mapping with a negligible impact on the size. The main contribution, however, is a novel real-time compression format of the mapped colors over such sparse voxel surfaces.Paper II aims to utilize the results of the previous papers to achieve uv-free texturing of surfaces, such as triangle meshes, with optimized run-time minification as well as magnification filtering.Paper III extends upon previous compact representations of view dependent radiance using spherical gaussians (SG). By using a convolutional neural network, we are able to compress the light-field by finding SGs with free directions, amplitudes and sharpnesses, whereas previous methods were limited to only free amplitudes in similar scenarios

    Streaming narrow-band algorithm: interactive computation and visualization of level sets

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    Journal ArticleAbstract-Deformable isosurfaces, implemented with level-set methods, have demonstrated a great potential in visualization and computer graphics for applications such as segmentation, surface processing, and physically-based modeling. Their usefulness has been limited, however, by their high computational cost and reliance on significant parameter tuning. This paper presents a solution to these challenges by describing graphics processor (GPU) based algorithms for solving and visualizing level-set solutions at interactive rates. The proposed solution is based on a new, streaming implementation of the narrow-band algorithm. The new algorithm packs the level-set isosurface data into 2D texture memory via a multidimensional virtual memory system. As the level set moves, this texturebased representation is dynamically updated via a novel GPU-to-CPU message passing scheme. By integrating the level-set solver with a real-time volume renderer, a user can visualize and intuitively steer the level-set surface as it evolves. We demonstrate the capabilities of this technology for interactive volume segmentation and visualization

    GIST: an interactive, GPU-based level set segmentation tool for 3D medical images

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    technical reportWhile level sets have demonstrated a great potential for 3D medical image segmentation, their usefulness has been limited by two problems. First, 3D level sets are relatively slow to compute. Second, their formulation usually entails several free parameters which can be very difficult to correctly tune for specific applications. The second problem is compounded by the first. This paper describes a new tool for 3D segmentation that addresses these problems by computing level-set surface models at interactive rates. This tool employs two important, novel technologies. First is the mapping of a 3D level-set solver onto a commodity graphics card (GPU). This mapping relies on a novel mechanism for GPU memory management. The interactive rates level-set PDE solver give the user immediate feedback on the parameter settings, and thus users can tune free parameters and control the shape of the model in real time. The second technology is the use of region-based speed functions, which allow a user to quickly and intuitively specify the behavior of the deformable model. We have found that the combination of these interactive tools enables users to produce good, reliable segmentations. To support this observation, this paper presents qualitative results from several different datasets as well as a quantitative evaluation from a study of brain tumor segmentations

    A Survey of GPU-Based Large-Scale Volume Visualization

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    This survey gives an overview of the current state of the art in GPU techniques for interactive large-scale volume visualization. Modern techniques in this field have brought about a sea change in how interactive visualization and analysis of giga-, tera-, and petabytes of volume data can be enabled on GPUs. In addition to combining the parallel processing power of GPUs with out-of-core methods and data streaming, a major enabler for interactivity is making both the computational and the visualization effort proportional to the amount and resolution of data that is actually visible on screen, i.e., “output-sensitive” algorithms and system designs. This leads to recent outputsensitive approaches that are “ray-guided,” “visualization-driven,” or “display-aware.” In this survey, we focus on these characteristics and propose a new categorization of GPU-based large-scale volume visualization techniques based on the notions of actual output-resolution visibility and the current working set of volume bricks—the current subset of data that is minimally required to produce an output image of the desired display resolution. For our purposes here, we view parallel (distributed) visualization using clusters as an orthogonal set of techniques that we do not discuss in detail but that can be used in conjunction with what we discuss in this survey.Engineering and Applied Science

    VisualizaciĂłn de grandes volĂșmenes vĂ­a bricking y texturas 3D

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    This work studies large volume visualization when bricking techniques and 3d texture approaches are combined. The information got for the medical devices is bigger every day and we find problems at the moment of trying to visualize them interactively. Sometimes, volume required memory exceeds gpu capacity and that prevents its visualization. Among the different techniques of volume visualization and specially large volume treatment, we have chosen to implement 3D textures and bricking to evaluate their performance in terms of visual quality and speed of the combination of both techniques. 3D textures are chosen because they take most advantage from GPU than anyother technique, and bricking is chosen because its visualizations is identical to original volumen visualization if it would fit in memory. Provided that we work with medical information we want the visualizations will be exact. We have got encouraging results and they invite us to continuing working.Postprint (published version
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