A single-pass GPU ray casting framework for interactive out-of-core rendering of massive volumetric datasets

UDC.coleccionInvestigaciónes_ES
UDC.departamentoCiencias da Computación e Tecnoloxías da Informaciónes_ES
UDC.endPage806es_ES
UDC.grupoInvComputer Graphics & Visual Computing (XLab)es_ES
UDC.journalTitleThe Visual Computeres_ES
UDC.startPage797es_ES
UDC.volume24es_ES
dc.contributor.authorGobbetti, Enrico
dc.contributor.authorMarton, Fabio
dc.contributor.authorIglesias-Guitian, Jose A.
dc.date.accessioned2025-05-08T09:32:35Z
dc.date.available2025-05-08T09:32:35Z
dc.date.issued2008-06-06
dc.descriptionThis 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 PCes_ES
dc.description.sponsorshipThis 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.citationGobbetti, 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/s00371-008-0261-9es_ES
dc.identifier.issn1432-2315
dc.identifier.issn0178-2789
dc.identifier.urihttp://hdl.handle.net/2183/41936
dc.language.isoenges_ES
dc.publisherSpringer Naturees_ES
dc.relation.projectIDinfo:eu-repo/grantAgreement/EC/FP7/035763es_ES
dc.relation.urihttps://doi.org/10.1007/s00371-008-0261-9es_ES
dc.rights© 2008 Springer-Verlages_ES
dc.rights.accessRightsopen accesses_ES
dc.subjectVolume renderinges_ES
dc.subjectOut-of-core renderinges_ES
dc.subjectGPUes_ES
dc.subjectAccelerationes_ES
dc.subjectRay castinges_ES
dc.titleA single-pass GPU ray casting framework for interactive out-of-core rendering of massive volumetric datasetses_ES
dc.typejournal articlees_ES
dc.type.hasVersionAMes_ES
dspace.entity.typePublication
relation.isAuthorOfPublication2baabfcd-ac55-477b-a5db-4f31be84703f
relation.isAuthorOfPublication.latestForDiscovery2baabfcd-ac55-477b-a5db-4f31be84703f

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