Real-time Deblocked GPU Rendering of Compressed Volumes
Date
2014Metadata
Show full item recordAbstract
The wide majority of current state-of-the-art compressed GPU volume renderers are based on block-transform coding, which is susceptible to blocking artifacts, particularly at low bit-rates. In this paper we address the problem for the first time, by introducing a specialized deferred filtering architecture working on block-compressed data and including a novel deblocking algorithm. The architecture efficiently performs high quality shading of massive datasets by closely coordinating visibility- and resolution-aware adaptive data loading with GPU-accelerated per-frame data decompression, deblocking, and rendering. A thorough evaluation including quantitative and qualitative measures demonstrates the performance of our approach on large static and dynamic datasets including a massive 5124 turbulence simulation (256GB), which is aggressively compressed to less than 2 GB, so as to fully upload it on graphics board and to explore it in real-time during animation.
BibTeX
@inproceedings {10.2312:vmv.20141290,
booktitle = {Vision, Modeling & Visualization},
editor = {Jan Bender and Arjan Kuijper and Tatiana von Landesberger and Holger Theisel and Philipp Urban},
title = {{Real-time Deblocked GPU Rendering of Compressed Volumes}},
author = {Marton, Fabio and Guitián, José A. Iglesias and Díaz, Jose and Gobbetti, Enrico},
year = {2014},
publisher = {The Eurographics Association},
ISBN = {978-3-905674-74-3},
DOI = {10.2312/vmv.20141290}
}
booktitle = {Vision, Modeling & Visualization},
editor = {Jan Bender and Arjan Kuijper and Tatiana von Landesberger and Holger Theisel and Philipp Urban},
title = {{Real-time Deblocked GPU Rendering of Compressed Volumes}},
author = {Marton, Fabio and Guitián, José A. Iglesias and Díaz, Jose and Gobbetti, Enrico},
year = {2014},
publisher = {The Eurographics Association},
ISBN = {978-3-905674-74-3},
DOI = {10.2312/vmv.20141290}
}