Abstract

This paper presents a parallel multi-resolution volume rendering algorithm based on graphics processing unit (GPU). The algorithm is based on several important criteria, rendering is done adaptively by selecting high-resolution cells close to a center of attention and low-resolution cells away from this area. We employ the 3D texture mapping capability commonly available in modern GPU as a core rendering engine and take advantage of visibility tests and adaptive level of detail (LOD) selection to accelerate the whole rendering process. Experimental results show that our method achieve real-time performance for very large seismic data (10GB) on standard PC hardware.

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