Full metadata record
DC pole | Hodnota | Jazyk |
---|---|---|
dc.contributor.author | Ruijters, Daniel | |
dc.contributor.author | Vilanova, Anna | |
dc.contributor.editor | Skala, Václav | |
dc.date.accessioned | 2013-02-27T09:48:07Z | |
dc.date.available | 2013-02-27T09:48:07Z | |
dc.date.issued | 2006 | |
dc.identifier.citation | Journal of WSCG. 2006, vol. 14, no. 1-3, p. 9-16. | en |
dc.identifier.isbn | 80-86943-09-7 | |
dc.identifier.issn | 1213-6972 (hardcopy) | |
dc.identifier.issn | 1213-6964 (online) | |
dc.identifier.issn | 1213-6980 (CD-ROM) | |
dc.identifier.uri | http://wscg.zcu.cz/wscg2007/Papers_2007/journal/!WSCG2007_Journal_Final.zip | |
dc.identifier.uri | http://hdl.handle.net/11025/1358 | |
dc.description.abstract | Volume Rendering methods employing the GPU capabilities offer high performance on off-the-shelf hardware. In this article, we discuss the various bottlenecks found in the graphics hardware when performing GPU-based Volume Rendering. The specific properties of each bottleneck and the trade-offs between them are described. Further we present a novel strategy to balance the load on the identified bottlenecks, without compromising the image quality. Our strategy introduces a two-staged space-skipping, whereby the first stage applies bricking on a semi-regular grid, and the second stage uses octrees to reach a finer granularity. Additionally we apply early ray termination to the bricks. We demonstrate how the two stages address the individual bottlenecks, and how they can be tuned for a specific hardware pipeline. The described method takes into account that the rendered volume may exceed | en |
dc.format | 8 s. | cs |
dc.format.mimetype | application/pdf | |
dc.language.iso | en | en |
dc.publisher | Václav Skala - UNION Agency | cs |
dc.relation.ispartofseries | Journal of WSCG | en |
dc.rights | © Václav Skala - UNION Agency | cs |
dc.subject | vizualizace objemu | cs |
dc.subject | přímé objemové vykreslování | cs |
dc.subject | krájení textury | cs |
dc.subject | hierarchické vykreslování | cs |
dc.subject | grafické procesory | cs |
dc.title | Optimizing GPU Volume Rendering | en |
dc.type | článek | cs |
dc.type | article | en |
dc.rights.access | openAccess | en |
dc.type.version | publishedVersion | en |
dc.subject.translated | volume visualization | en |
dc.subject.translated | direct volume rendering | en |
dc.subject.translated | texture slicing | en |
dc.subject.translated | hierarchical rendering | en |
dc.subject.translated | graphic processing units | en |
dc.type.status | Peer-reviewed | en |
Vyskytuje se v kolekcích: | Number 1-3 (2006) |
Soubory připojené k záznamu:
Soubor | Popis | Velikost | Formát | |
---|---|---|---|---|
Ruijters.pdf | 374,5 kB | Adobe PDF | Zobrazit/otevřít |
Použijte tento identifikátor k citaci nebo jako odkaz na tento záznam:
http://hdl.handle.net/11025/1358
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