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|e rakwb
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|a eng
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100 |
1 |
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|a Liu, Baoquan
|e verfasserin
|4 aut
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1 |
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|a Octree rasterization
|b accelerating high-quality out-of-core GPU volume rendering
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|c 2013
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|a Text
|b txt
|2 rdacontent
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|a ƒaComputermedien
|b c
|2 rdamedia
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|a ƒa Online-Ressource
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|2 rdacarrier
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|a Date Completed 26.02.2014
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|a Date Revised 27.09.2013
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|a published: Print
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|a Citation Status MEDLINE
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|a We present a novel approach for GPU-based high-quality volume rendering of large out-of-core volume data. By focusing on the locations and costs of ray traversal, we are able to significantly reduce the rendering time over traditional algorithms. We store a volume in an octree (of bricks); in addition, every brick is further split into regular macrocells. Our solutions move the branch-intensive accelerating structure traversal out of the GPU raycasting loop and introduce an efficient empty-space culling method by rasterizing the proxy geometry of a view-dependent cut of the octree nodes. This rasterization pass can capture all of the bricks that the ray penetrates in a per-pixel list. Since the per-pixel list is captured in a front-to-back order, our raycasting pass needs only to cast rays inside the tighter ray segments. As a result, we achieve two levels of empty space skipping: the brick level and the macrocell level. During evaluation and testing, this technique achieved 2 to 4 times faster rendering speed than a current state-of-the-art algorithm across a variety of data sets
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|a Journal Article
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|a Research Support, Non-U.S. Gov't
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1 |
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|a Clapworthy, Gordon J
|e verfasserin
|4 aut
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1 |
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|a Dong, Feng
|e verfasserin
|4 aut
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|a Prakash, Edmond C
|e verfasserin
|4 aut
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|i Enthalten in
|t IEEE transactions on visualization and computer graphics
|d 1996
|g 19(2013), 10 vom: 06. Okt., Seite 1732-45
|w (DE-627)NLM098269445
|x 1941-0506
|7 nnns
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|g volume:19
|g year:2013
|g number:10
|g day:06
|g month:10
|g pages:1732-45
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|d 19
|j 2013
|e 10
|b 06
|c 10
|h 1732-45
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