DocumentCode
1510201
Title
Interactive texture-based volume rendering for large data sets
Author
Kniss, Joe ; McCormick, Patrick ; McPherson, Allen ; Ahrens, James ; Painter, Jamie ; Keahey, Alan ; Hansen, Charles
Author_Institution
Sci. Comput. & Imaging Inst., Utah Univ., Salt Lake City, UT, USA
Volume
21
Issue
4
fYear
2001
Firstpage
52
Lastpage
61
Abstract
To employ direct volume rendering, TRex uses parallel graphics hardware, software-based compositing, and high-performance I/O to provide near-interactive display rates for time-varying, terabyte-sized data sets. We present a scalable, pipelined approach for rendering data sets too large for a single graphics card. To do so, we take advantage of multiple hardware rendering units and parallel software compositing. The goals of TRex, our system for interactive volume rendering of large data sets, are to provide near-interactive display rates for time-varying, terabyte-sized uniformly sampled data sets and provide a low-latency platform for volume visualization in immersive environments. We consider 5 frames per second (fps) to be near-interactive rates for normal viewing environments and immersive environments to have a lower bound frame rate of l0 fps. Using TRex for virtual reality environments requires low latency - around 50 ms per frame or 100 ms per view update or stereo pair. To achieve lower latency renderings, we either render smaller portions of the volume on more graphics pipes or subsample the volume to render fewer samples per frame by each graphics pipe. Unstructured data sets must be resampled to appropriately leverage the 3D texture volume rendering method
Keywords
computer graphic equipment; coprocessors; data visualisation; image texture; pipeline processing; rendering (computer graphics); virtual reality; 100 ms per view update; 3D texture volume rendering method; 5 frames per second; 50 ms per frame; TRex; direct volume rendering; high-performance I/O; immersive environments; interactive texture-based volume rendering; interactive volume rendering; l0 fps; large data sets; near-interactive display rates; parallel graphics hardware; pipelined approach; software-based compositing; stereo pair; terabyte-sized data sets; virtual reality; volume visualization; Boundary conditions; Displays; Graphics; Kernel; Pipelines; Quantization; Rendering (computer graphics); Throughput; User interfaces; Yarn;
fLanguage
English
Journal_Title
Computer Graphics and Applications, IEEE
Publisher
ieee
ISSN
0272-1716
Type
jour
DOI
10.1109/38.933524
Filename
933524
Link To Document