Evaluation of Mesh Compression and GPU Ray Casting for Tree Based AMR data in VTK
Fulltekst
RELATERTE DOKUMENTER
As the size of a single time step for typical time-varying data sets is already in the range of what a hard drive can trans- fer per second (compare Table 1), it becomes clear that
More than one VOI can be specified for the same dataset, and multiple VOIs may overlap in space. Each VOI is as- signed a priority that is used to determine how the over- lapped
Thus, the aim of our work is – to quickly identify a hierarchical structure of coherent rays amongst random rays in order to make the acceleration methods more effective..
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The main goal of this thesis is to develop the first GPU- based reconstruction and rendering methods for trivariate splines where we use ray casting for interactive
We introduced the HistoPyramid data structure and associated, data-parallel buildup and traversal algorithms as a solution to this problem, and demonstrated its practicality
Introduction Sorting and Searching Techniques Hierarchical data structures Ray Tracing Rasterization and Culling Photon Maps and Ray Maps Irradiance Caching GPU Sorting and
We combine WebGL volume rendering rendering with data compression and intel- ligent streaming to provide a fast and flexible remote visualization solution for SPH simulations,