Abstract

Processing and visualizing large scale volumetric and geometric datasets is mission critical in an increasing number of applications in academic research as well as in commercial enterprise. Often the datasets are, or can be processed to become, sparse. In this paper, we present VoxLink, a novel approach to render sparse volume data in a memory-efficient manner enabling interactive rendering on common, offthe- shelf graphics hardware. Our approach utilizes current GPU architectures for voxelizing, storing, and visualizing such datasets. It is based on the idea of perpixel linked lists (ppLL), an A-buffer implementation for order-independent transparency rendering. The method supports voxelization and rendering of dense semi-transparent geometry, sparse volume data, and implicit surface representations with a unified data structure. The proposed data structure also enables efficient simulation of global lighting effects such as reflection, refraction, and shadow ray evaluation.

Highlights

  • Nowadays, datasets obtained from measurements, modeling, simulations, or other sources grow larger and larger in size

  • We present our research on rendering and storing sparse data with the VoxLink approach—a spatial data structure based on linked voxels

  • We extend the concept of per-pixel linked lists [1], using it for voxelization, voxelbased rendering, and the visualization of sparse volume data

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Summary

Introduction

Datasets obtained from measurements, modeling, simulations, or other sources grow larger and larger in size Regardless of their origin, these large datasets have to be processed and visualized, pushing the limits of available hardware. Manuscript received: 2015-12-01; accepted: 2015-12-09 cases, the original raw data contains much information which is of no interest in the subsequent processing or visualization steps. In contrast and as extensions to existing approaches, VoxLink can render meshes, volumes, and implicit surfaces by storing the voxels internally in linked lists. It displays volumes combined with rasterized data and uses ray tracing for rendering and visualizing global lighting effects

Related work
From pixel to voxel–per-voxel linked lists
Algorithm
Geometry
Implementation details
Sparse volume rendering
Global effects rendering for geometry
Ray traversal
Results and discussion
Kauker et al 51
Sparse volumes
Global effects rendering
Distinction of existing systems
Limitations
Future work
Conclusions
Full Text
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