52 research outputs found

    Avoiding errors in progressive tetrahedralizations

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    Direct volume rendering of unstructured tetrahedral meshes using CUDA and OpenMP

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    Cataloged from PDF version of article.Direct volume visualization is an important method in many areas, including computational fluid dynamics and medicine. Achieving interactive rates for direct volume rendering of large unstructured volumetric grids is a challenging problem, but parallelizing direct volume rendering algorithms can help achieve this goal. Using Compute Unified Device Architecture (CUDA), we propose a GPU-based volume rendering algorithm that itself is based on a cell projection-based ray-casting algorithm designed for CPU implementations. We also propose a multicore parallelized version of the cell-projection algorithm using OpenMP. In both algorithms, we favor image quality over rendering speed. Our algorithm has a low memory footprint, allowing us to render large datasets. Our algorithm supports progressive rendering. We compared the GPU implementation with the serial and multicore implementations. We observed significant speed-ups that, together with progressive rendering, enables reaching interactive rates for large datasets

    TetSplat: Real-time Rendering and Volume Clipping of Large Unstructured Tetrahedral Meshes

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    We present a novel approach to interactive visualization and exploration of large unstructured tetrahedral meshes. These massive 3D meshes are used in mission-critical CFD and structural mechanics simulations, and typically sample multiple field values on several millions of unstructured grid points. Our method relies on the pre-processing of the tetrahedral mesh to partition it into non-convex boundaries and internal fragments that are subsequently encoded into compressed multi-resolution data representations. These compact hierarchical data structures are then adaptively rendered and probed in real-time on a commodity PC. Our point-based rendering algorithm, which is inspired by QSplat, employs a simple but highly efficient splatting technique that guarantees interactive frame-rates regardless of the size of the input mesh and the available rendering hardware. It furthermore allows for real-time probing of the volumetric data-set through constructive solid geometry operations as well as interactive editing of color transfer functions for an arbitrary number of field values. Thus, the presented visualization technique allows end-users for the first time to interactively render and explore very large unstructured tetrahedral meshes on relatively inexpensive hardware

    Wavelets definidas sobre tetraedrizaciones iregulares: resultados preliminares

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    Este artículo trata el problema de la representación multirresolución de funciones definidas sobre una tetraedrización irregular dada de un dominio ­­ Ω ⊂ R3. Focalizaremos nuestra atención en las funciones constantes por tramos sobre la tetraedrización irregular dada.This article deals with the problem of multiresolution representation of functions defined on an irregular tetrahedrized domain ­ Ω ⊂ R3. We have focused our attention to functions that are piecewise constant on the given tetrahedrization.Workshop de Computación Gráfica, Imágenes y Visualización (WCGIV)Red de Universidades con Carreras en Informática (RedUNCI

    Time Critical Isosurface Refinement and Smoothing

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    Wavelets definidas sobre tetraedrizaciones iregulares: resultados preliminares

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    Este artículo trata el problema de la representación multirresolución de funciones definidas sobre una tetraedrización irregular dada de un dominio ­­ Ω ⊂ R3. Focalizaremos nuestra atención en las funciones constantes por tramos sobre la tetraedrización irregular dada.This article deals with the problem of multiresolution representation of functions defined on an irregular tetrahedrized domain ­ Ω ⊂ R3. We have focused our attention to functions that are piecewise constant on the given tetrahedrization.Workshop de Computación Gráfica, Imágenes y Visualización (WCGIV)Red de Universidades con Carreras en Informática (RedUNCI

    ReMESH: An interactive and user-friendly environment for remeshing surface triangulations

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    Research and software development involving geometry processing are often slowed down by the absence of suitable models for testing and benchmark purposes. In particular, when dealing with triangle meshes, a researcher may need to check the behavior of a new algorithm on several particular cases. In most situations, the test model is easily conceivable in mind but, at actual design time, its formalization turns out to be a much harder task than expected. Also, simple modifications over an existing triangle mesh may become a tedious work without a suitable interactive environment. In order to simplify the remeshing of existing models, we have developed a tool to interactively edit manifold triangle meshes, mostly through user friendly actions such as mouse clicks and drags
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