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dc.contributor.authorRodríguez, Marcos Balsaen_US
dc.contributor.authorGobbetti, Enricoen_US
dc.contributor.authorGuitián, José A. Iglesiasen_US
dc.contributor.authorMakhinya, Maximen_US
dc.contributor.authorMarton, Fabioen_US
dc.contributor.authorPajarola, Renatoen_US
dc.contributor.authorSuter, Susanne K.en_US
dc.contributor.editorM. Sbert and L. Szirmay-Kalosen_US
dc.date.accessioned2014-01-26T15:06:24Z
dc.date.available2014-01-26T15:06:24Z
dc.date.issued2013en_US
dc.identifier.issn1017-4656en_US
dc.identifier.urihttp://dx.doi.org/10.2312/conf/EG2013/stars/117-136en_US
dc.description.abstractGreat advancements in commodity graphics hardware have favored GPU-based volume rendering as the main adopted solution for interactive exploration of rectilinear scalar volumes on commodity platforms. Nevertheless, long data transfer times and GPU memory size limitations are often the main limiting factors, especially for massive, time-varying or multi-volume visualization, or for networked visualization on the emerging mobile devices. To address this issue, a variety of level-of-detail data representations and compression techniques have been introduced. In order to improve capabilities and performance over the entire storage, distribution and rendering pipeline, the encoding/decoding process is typically highly asymmetric, and systems should ideally compress at data production time and decompress on demand at rendering time. Compression and level-of-detail pre-computation does not have to adhere to real-time constraints and can be performed off-line for high quality results. In contrast, adaptive real-time rendering from compressed representations requires fast, transient, and spatially independent decompression. In this report, we review the existing compressed GPU volume rendering approaches, covering compact representation models, compression techniques, GPU rendering architectures and fast decoding techniques.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectComputer Graphics [I.3.3]en_US
dc.subjectPicture/Image Generationen_US
dc.subjectComputer Graphics [I.3.7]en_US
dc.subjectThreeen_US
dc.subjectdimensional graphics and realismen_US
dc.subjectCoding and Information Theory [E.4]en_US
dc.subjectData compaction and compressionen_US
dc.subjectCompression (Coding) [I.4.2]en_US
dc.subjectApproximate methodsen_US
dc.titleA Survey of Compressed GPU-Based Direct Volume Renderingen_US
dc.description.seriesinformationEurographics 2013 - State of the Art Reportsen_US


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