A Survey of Compressed GPU-Based Direct Volume Rendering

UDC.coleccionInvestigaciónes_ES
UDC.conferenceTitleEG 2013 - STARses_ES
UDC.departamentoCiencias da Computación e Tecnoloxías da Informaciónes_ES
UDC.endPage136es_ES
UDC.grupoInvComputer Graphics & Visual Computing (XLab)es_ES
UDC.startPage117es_ES
dc.contributor.authorBalsa Rodríguez, Marcos
dc.contributor.authorGobbetti, Enrico
dc.contributor.authorIglesias-Guitian, Jose A.
dc.contributor.authorMakhinya, Maxim
dc.contributor.authorMarton, Fabio
dc.contributor.authorPajarola, Renato
dc.contributor.authorSuter, Susanne K.
dc.date.accessioned2025-05-06T17:10:49Z
dc.date.available2025-05-06T17:10:49Z
dc.date.issued2013
dc.descriptionPresented at EG2013 STARs - Eurographics State-of-the-art Report - Girona, Spain, 2013.es_ES
dc.description.abstract[Abstract]: Great 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.es_ES
dc.identifier.citationRodríguez, M. B., Gobbetti, E., Guitián, J. A. I., Makhinya, M., Marton, F., Pajarola, R., & Suter, S. K. (2013, May). A Survey of Compressed GPU-Based Direct Volume Rendering. In Eurographics (State of the Art Reports) (pp. 117-136). https://doi.org/10.2312/conf/EG2013/stars/117-136es_ES
dc.identifier.doi10.2312/conf/EG2013/stars/117-136
dc.identifier.issn1017-4656
dc.identifier.urihttp://hdl.handle.net/2183/41921
dc.language.isoenges_ES
dc.publisherThe Eurographics Associationes_ES
dc.relation.projectIDinfo:eu-repo/grantAgreement/EC/FP7/290277es_ES
dc.relation.projectIDinfo:eu-repo/grantAgreement/EC/FP7/251415es_ES
dc.relation.urihttps://doi.org/10.2312/conf/EG2013/stars/117-136es_ES
dc.rights© The Eurographics Association 2013.es_ES
dc.rightsThis work is partially supported by the People Programme (Marie Curie Actions) of the European Union’s Seventh Framework Programme FP7/2007-2013/ under REA grant agreements nº290227 (DIVA) and nº251415 (GOLEM).es_ES
dc.rights.accessRightsopen accesses_ES
dc.subjectPicture/Image generationes_ES
dc.subjectComputer graphicses_ES
dc.subjectThree-dimensional graphics and realismes_ES
dc.subjectCoding and Information theoryes_ES
dc.subjectData compaction and compressiones_ES
dc.titleA Survey of Compressed GPU-Based Direct Volume Renderinges_ES
dc.typeconference outputes_ES
dc.type.hasVersionVoRes_ES
dspace.entity.typePublication
relation.isAuthorOfPublication2baabfcd-ac55-477b-a5db-4f31be84703f
relation.isAuthorOfPublication.latestForDiscovery2baabfcd-ac55-477b-a5db-4f31be84703f

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