3 research outputs found
ΠΡΠΈΠΌΠ΅Π½Π΅Π½ΠΈΠ΅ GPU-Π²ΡΡΠΈΡΠ»Π΅Π½ΠΈΠΉ Π΄Π»Ρ ΠΏΠΎΡΡΡΠΎΠ΅Π½ΠΈΡ ΠΈ Π²ΠΈΠ·ΡΠ°Π»ΠΈΠ·Π°ΡΠΈΠΈ Π²Π΅ΠΊΡΠ΅Π»ΡΠ½ΡΡ Π³Π΅ΠΎΠΌΠΎΠ΄Π΅Π»Π΅ΠΉ
ΠΠΎΠΊΠ°Π·Π°Π½Ρ Π²ΠΎΠ·ΠΌΠΎΠΆΠ½ΠΎΡΡΠΈ ΡΠ΅Π°Π»ΠΈΠ·Π°ΡΠΈΠΈ GPU-ΡΡΠΊΠΎΡΠ΅Π½ΠΈΡ Π΄Π»Ρ Π²ΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΡ ΠΏΠ°ΡΠ°Π»Π»Π΅Π»ΡΠ½ΡΡ
Π²ΡΡΠΈΡΠ»Π΅Π½ΠΈΠΉ ΠΏΠΎ Π²ΠΎΠΊΡΠ΅Π»ΠΈΠ·Π°ΡΠΈΠΈ ΠΏΠΎΠ²Π΅ΡΡ
Π½ΠΎΡΡΠ΅ΠΉ ΡΠ°Π·Π΄Π΅Π»Π° ΡΡΠ΅Π΄ ΠΈ ΠΎΠ±ΡΡΠΌΠ½ΡΡ
Π³Π΅ΠΎΠ»ΠΎΠ³ΠΈΡΠ΅ΡΠΊΠΈΡ
ΡΠ΅Π» Ρ ΠΏΡΠΈΠΌΠ΅Π½Π΅Π½ΠΈΠ΅ΠΌ ΡΠ΅Ρ
Π½ΠΎΠ»ΠΎΠ³ΠΈΠΈ ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΠΈΡΠΎΠ²Π°Π½ΠΈΡ CUDA ΠΈ OpenCL. Π ΡΠΈΡΡΠ΅ΠΌΠ΅ Gexoblock ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠ΅ΡΡΡ Π±ΠΈΠ±Π»ΠΈΠΎΡΠ΅ΠΊΠ° NVIDIA ΠΏΠΎ Π²ΠΎΠΊΡΠ΅Π»ΠΈΠ·Π°ΡΠΈΠΈ Π½Π° ΠΎΡΠ½ΠΎΠ²Π΅ ΠΏΠ°ΡΠ°Π»Π»Π΅Π»ΡΠ½ΡΡ
Π²ΡΡΠΈΡΠ»Π΅Π½ΠΈΠΉ ΠΏΠΎ ΡΠ΅Ρ
Π½ΠΎΠ»ΠΎΠ³ΠΈΠΈ CUDA gvdb-voxel
Π Π°Π·ΡΠ°Π±ΠΎΡΠΊΠ° web-ΠΏΡΠΈΠ»ΠΎΠΆΠ΅Π½ΠΈΡ Π΄Π»Ρ ΠΎΠΏΡΠΈΠΌΠΈΠ·Π°ΡΠΈΠΈ ΠΈ Π²ΠΈΠ·ΡΠ°Π»ΠΈΠ·Π°ΡΠΈΠΈ ΡΠΎΡΠΌ ΠΊΠ°ΡΡΠ΅ΡΠΎΠ² ΡΡΠ΄Π½ΡΡ ΠΌΠ΅ΡΡΠΎΡΠΎΠΆΠ΄Π΅Π½ΠΈΠΉ
ΠΠ°Π΄Π°ΡΠ° ΠΏΠΎΠΈΡΠΊΠ° ΠΎΠΏΡΠΈΠΌΠ°Π»ΡΠ½ΡΡ
Π³ΡΠ°Π½ΠΈΡ ΠΊΠ°ΡΡΠ΅ΡΠΎΠ² ΡΡΠ΄Π½ΡΡ
ΠΌΠ΅ΡΡΠΎΡΠΎΠΆΠ΄Π΅Π½ΠΈΠΉ. ΠΠ½Π°Π»ΠΈΠ· ΡΡΡΠ΅ΡΡΠ²ΡΡΡΠΈΡ
ΠΏΡΠΎΠ΄ΡΠΊΡΠΎΠ² Π΄Π»Ρ ΡΠ΅ΡΠ΅Π½ΠΈΡ ΡΡΠΎΠΉ Π·Π°Π΄Π°ΡΠΈ. ΠΡΠ°ΠΏΡ ΠΏΡΠΎΠ΅ΠΊΡΠΈΡΠΎΠ²Π°Π½ΠΈΡ ΠΈ ΡΠ°Π·ΡΠ°Π±ΠΎΡΠΊΠΈ ΠΎΡΠΈΠ³ΠΈΠ½Π°Π»ΡΠ½ΠΎΠ³ΠΎ ΠΏΡΠΎΠ³ΡΠ°ΠΌΠΌΠ½ΠΎΠ³ΠΎ ΡΠ΅ΡΠ΅Π½ΠΈΡ Π½Π° ΠΎΡΠ½ΠΎΠ²Π΅ web-ΡΠ΅Ρ
Π½ΠΎΠ»ΠΎΠ³ΠΈΠΉ Π΄Π»Ρ Π²ΡΠΏΠΎΠ»Π½Π΅Π½ΠΈΡ ΠΎΠΏΡΠΈΠΌΠΈΠ·Π°ΡΠΈΠΈ ΠΈ ΠΌΠΎΠ΄Π΅Π»ΠΈΡΠΎΠ²Π°Π½ΠΈΡ ΠΊΠ°ΡΡΠ΅ΡΠΎΠ² ΡΡΠ΄Π½ΡΡ
ΠΌΠ΅ΡΡΠΎΡΠΎΠΆΠ΄Π΅Π½ΠΈ
QuadStack: An Efficient Representation and Direct Rendering of Layered Datasets
We introduce QuadStack, a novel algorithm for volumetric data compression and direct rendering. Our algorithm exploits the data redundancy often found in layered datasets which are common in science and engineering fields such as geology, biology, mechanical engineering, medicine, etc. QuadStack first compresses the volumetric data into vertical stacks which are then compressed into a quadtree that identifies and represents the layered structures at the internal nodes. The associated data (color, material, density, etc.) and shape of these layer structures are decoupled and encoded independently, leading to high compression rates (4Γ to 54Γ of the original voxel model memory footprint in our experiments). We also introduce an algorithm for value retrieving from the QuadStack representation and we show that the access has logarithmic complexity. Because of the fast access, QuadStack is suitable for efficient data representation and direct rendering. We show that our GPU implementation performs comparably in speed with the state-of-the-art algorithms (18-79 MRays/s in our implementation), while maintaining a significantly smaller memory footprint