Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Interactive rendering of large volume data sets
Proceedings of the conference on Visualization '02
Visualizing Time-Varying Volume Data
Computing in Science and Engineering
Volumetric video compression for interactive playback
Computer Vision and Image Understanding - Model-based and image-based 3D scene representation for interactive visalization
Real-Time Volume Rendering of Time-Varying Data Using a Fragment-Shader Compression Approach
PVG '03 Proceedings of the 2003 IEEE Symposium on Parallel and Large-Data Visualization and Graphics
Acceleration Techniques for GPU-based Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Compression Domain Volume Rendering
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
Fast and Efficient Compression of Floating-Point Data
IEEE Transactions on Visualization and Computer Graphics
Transform Coding for Hardware-accelerated Volume Rendering
IEEE Transactions on Visualization and Computer Graphics
Mapping High-Fidelity Volume Rendering for Medical Imaging to CPU, GPU and Many-Core Architectures
IEEE Transactions on Visualization and Computer Graphics
Lossless compression of volumetric medical data
ISCIS'06 Proceedings of the 21st international conference on Computer and Information Sciences
Multiresolution interblock interpolation in direct volume rendering
EUROVIS'06 Proceedings of the Eighth Joint Eurographics / IEEE VGTC conference on Visualization
Proceedings of the 2012 International Workshop on Programming Models and Applications for Multicores and Manycores
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Since the size of time-varying volumetric data sets typically exceeds the amount of available GPU and main memory, out-of-core streaming techniques are required to support interactive rendering. To deal with the performance bottlenecks of hard-disk transfer rate and graphics bus bandwidth, we present a hybrid CPU/GPU scheme for lossless compression and data streaming that combines a temporal prediction model, which allows to exploit coherence between time steps, and variable-length coding with a fast block compression algorithm. This combination becomes possible by exploiting the CUDA computing architecture for unpacking and assembling data packets on the GPU. The system allows near-interactive performance even for rendering large real-world data sets with a low signal-to-noise-ratio, while not degrading image quality. It uses standard volume raycasting and can be easily combined with existing acceleration methods and advanced visualization techniques.