GPU-Assisted Raycasting for Cosmological Adaptive Mesh Refinement Simulations
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Date
2006Author
Kaehler, Ralf
Wise, John
Abel, Tom
Hege, Hans-Christian
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In the recent years the advent of powerful graphics hardware with flexible, programmable fragment shaders enabled interactive raycasting implementations which perform the ray-integration on a per-pixel basis. Unlike slicebased volume rendering these approaches do not suffer from rendering artifacts caused by varying sample distances along different ray-directions or limited frame-buffer precision. They further allow a direct realization of sophisticated optical models. In this paper we investigate the applicability of GPU-assisted raycasting to block-structured, locally refined grids. We present an interactive algorithm for artifact-free, high-quality rendering of data defined on this type of grid structure and apply it to render data of time-dependent, three-dimensional galaxy and star formation simulations. We use a physically motivated emission-absorption model to map the computed temperature and density fields to color and opacity.
BibTeX
@inproceedings {10.2312:VG:VG06:103-110,
booktitle = {Volume Graphics},
editor = {Raghu Machiraju and Torsten Moeller},
title = {{GPU-Assisted Raycasting for Cosmological Adaptive Mesh Refinement Simulations}},
author = {Kaehler, Ralf and Wise, John and Abel, Tom and Hege, Hans-Christian},
year = {2006},
publisher = {The Eurographics Association},
ISSN = {1727-8376},
ISBN = {3-905673-41-X},
DOI = {10.2312/VG/VG06/103-110}
}
booktitle = {Volume Graphics},
editor = {Raghu Machiraju and Torsten Moeller},
title = {{GPU-Assisted Raycasting for Cosmological Adaptive Mesh Refinement Simulations}},
author = {Kaehler, Ralf and Wise, John and Abel, Tom and Hege, Hans-Christian},
year = {2006},
publisher = {The Eurographics Association},
ISSN = {1727-8376},
ISBN = {3-905673-41-X},
DOI = {10.2312/VG/VG06/103-110}
}