Optimized Volume Raycasting for Graphics-Hardware-based Cluster Systems

dc.contributor.authorMüller, C.en_US
dc.contributor.authorStrengert, M.en_US
dc.contributor.authorErtl, T.en_US
dc.contributor.editorAlan Heirich and Bruno Raffin and Luis Paulo dos Santosen_US
dc.date.accessioned2014-01-26T16:30:47Z
dc.date.available2014-01-26T16:30:47Z
dc.date.issued2006en_US
dc.description.abstractIn this paper, we present a sort-last parallel volume rendering system based on single-pass volume raycasting performed in the fragment shader unit. The architecture is aimed for displaying data sets that utilize the total distributed texture memory at interactive framerates. We use uniform texture bricks that are distributed by means of a kd-tree to employ object space partitioning. They are further used for implementing empty-space-skipping and a load balancing mechanism, which also makes use of the kd-tree, to increase the overall performance of the rendering system. Performance numbers are given for a mid-range GPU-cluster system consisting of eight render nodes with an Infiniband interconnection.en_US
dc.description.seriesinformationEurographics Symposium on Parallel Graphics and Visualizationen_US
dc.identifier.isbn3-905673-40-1en_US
dc.identifier.issn1727-348Xen_US
dc.identifier.urihttps://doi.org/10.2312/EGPGV/EGPGV06/059-066en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): I.3.2 [Computer Graphics]: Distributed/network graphics I.3.3 [Computer Graphics]: Viewing algorithms C.2.4 [Distributed Systems]: Distributed applicationsen_US
dc.titleOptimized Volume Raycasting for Graphics-Hardware-based Cluster Systemsen_US
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