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dc.contributor.authorMarton, Fabioen_US
dc.contributor.authorGuitián, José A. Iglesiasen_US
dc.contributor.authorDíaz, Joseen_US
dc.contributor.authorGobbetti, Enricoen_US
dc.contributor.editorJan Bender and Arjan Kuijper and Tatiana von Landesberger and Holger Theisel and Philipp Urbanen_US
dc.date.accessioned2014-12-16T07:26:45Z
dc.date.available2014-12-16T07:26:45Z
dc.date.issued2014en_US
dc.identifier.isbn978-3-905674-74-3en_US
dc.identifier.urihttp://dx.doi.org/10.2312/vmv.20141290en_US
dc.description.abstractThe 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectI.3.3 [Computer Graphics]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.titleReal-time Deblocked GPU Rendering of Compressed Volumesen_US
dc.description.seriesinformationVision, Modeling & Visualizationen_US


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  • VMV14
    ISBN 978-3-905674-74-3

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