A single-pass GPU ray casting framework for interactive out-of-core rendering of massive volumetric datasets
| UDC.coleccion | Investigación | es_ES |
| UDC.departamento | Ciencias da Computación e Tecnoloxías da Información | es_ES |
| UDC.endPage | 806 | es_ES |
| UDC.grupoInv | Computer Graphics & Visual Computing (XLab) | es_ES |
| UDC.journalTitle | The Visual Computer | es_ES |
| UDC.startPage | 797 | es_ES |
| UDC.volume | 24 | es_ES |
| dc.contributor.author | Gobbetti, Enrico | |
| dc.contributor.author | Marton, Fabio | |
| dc.contributor.author | Iglesias-Guitian, Jose A. | |
| dc.date.accessioned | 2025-05-08T09:32:35Z | |
| dc.date.available | 2025-05-08T09:32:35Z | |
| dc.date.issued | 2008-06-06 | |
| dc.description | This version of the article has been accepted for publication, after peer review and is subject to Springer Nature’s AM terms of use, but is not the Version of Record and does not reflect post-acceptance improvements, or any corrections. | es_ES |
| dc.description.abstract | [Abstract]: We present an adaptive out-of-core technique for rendering massive scalar volumes employing single-pass GPU ray casting. The method is based on the decomposition of a volumetric dataset into small cubical bricks, which are then organized into an octree structure maintained out-of-core. The octree contains the original data at the leaves, and a filtered representation of children at inner nodes. At runtime an adaptive loader, executing on the CPU, updates a view and transfer function-dependent working set of bricks maintained on GPU memory by asynchronously fetching data from the out-of-core octree representation. At each frame, a compact indexing structure, which spatially organizes the current working set into an octree hierarchy, is encoded in a small texture. This data structure is then exploited by an efficient stackless ray casting algorithm, which computes the volume rendering integral by visiting non-empty bricks in front-to-back order and adapting sampling density to brick resolution. Block visibility information is fed back to the loader to avoid refinement and data loading of occluded zones. The resulting method is able to interactively explore multi-gigavoxel datasets on a desktop PC | es_ES |
| dc.description.sponsorship | This work is partially supported by the Italian Ministry of Research under the CYBERSAR project and by the EU Marie Curie Program under the 3DANATOMICALHUMAN project (MRTN-CT-2006-035763) | es_ES |
| dc.identifier.citation | Gobbetti, E., Marton, F. & Iglesias Guitián, J. A single-pass GPU ray casting framework for interactive out-of-core rendering of massive volumetric datasets. Visual Comput 24, 797–806 (2008). https://doi.org/10.1007/s00371-008-0261-9 | es_ES |
| dc.identifier.issn | 1432-2315 | |
| dc.identifier.issn | 0178-2789 | |
| dc.identifier.uri | http://hdl.handle.net/2183/41936 | |
| dc.language.iso | eng | es_ES |
| dc.publisher | Springer Nature | es_ES |
| dc.relation.projectID | info:eu-repo/grantAgreement/EC/FP7/035763 | es_ES |
| dc.relation.uri | https://doi.org/10.1007/s00371-008-0261-9 | es_ES |
| dc.rights | © 2008 Springer-Verlag | es_ES |
| dc.rights.accessRights | open access | es_ES |
| dc.subject | Volume rendering | es_ES |
| dc.subject | Out-of-core rendering | es_ES |
| dc.subject | GPU | es_ES |
| dc.subject | Acceleration | es_ES |
| dc.subject | Ray casting | es_ES |
| dc.title | A single-pass GPU ray casting framework for interactive out-of-core rendering of massive volumetric datasets | es_ES |
| dc.type | journal article | es_ES |
| dc.type.hasVersion | AM | es_ES |
| dspace.entity.type | Publication | |
| relation.isAuthorOfPublication | 2baabfcd-ac55-477b-a5db-4f31be84703f | |
| relation.isAuthorOfPublication.latestForDiscovery | 2baabfcd-ac55-477b-a5db-4f31be84703f |
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