Pub. Date:
Springer Berlin Heidelberg
GPU-Based Interactive Visualization Techniques / Edition 1

GPU-Based Interactive Visualization Techniques / Edition 1

by Daniel Weiskopf


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GPU-Based Interactive Visualization Techniques / Edition 1

Scientific visualization has become an important tool for visual analysis in many scientific, engineering, and medical disciplines. This book focuses on efficient visualization techniques, which are the prerequisite for the interactive exploration of complex data sets. High performance is primarily achieved by devising algorithms for the fast graphics processing units (GPUs) of modern graphics hardware. Other aspects discussed include parallelization on cluster computers with several GPUs, adaptive rendering methods, multi-resolution models, and non-photorealistic rendering techniques for visualization. Covering both the theoretical foundations and practical implementations of algorithms, this book provides the reader with a basis to understand and apply modern GPU-based visualization approaches.

Product Details

ISBN-13: 9783642446054
Publisher: Springer Berlin Heidelberg
Publication date: 12/02/2014
Series: Mathematics and Visualization
Edition description: 2007
Pages: 312
Product dimensions: 6.10(w) x 9.25(h) x 0.03(d)

Table of Contents

Introduction     1
Visualization Pipeline and Classification of Visualization Methods     2
GPU Rendering Pipeline     4
Programming Model     5
APIs and Effect Files     8
Methods and Goals     8
Visualization of 3D Scalar Fields     11
Optical Model for Volume Rendering     13
Volume Rendering Pipeline     15
Volume Rendering Approaches     17
3D Texture Slicing     18
2D Texture Slicing     20
Ray Casting     21
Shear-Warp Factorization     25
Splatting     26
Cell Projection     27
Pre-Integrated Volume Rendering     30
Variants and Extensions     32
Maintaining Constant Frame Rates in 3D Texture-Based Volume Rendering     33
Volume Clipping     38
Depth-Based Clipping     39
Clipping Based on Volumetric Textures     47
Clipping and Pre-Integration     52
Clipping and Volume Illumination     55
Implementation     63
Hierarchical Volume Visualization on GPU Clusters     65
Previous and Related Approaches to Large-Data Volume Visualization     66
Distributed Visualization     67
Accelerated Compositing Scheme     68
Hierarchical Compression and Adaptive Rendering     69
Implementation and Results     73
Summary     77
Vector Field Visualization     81
Basics of Particle Tracing     82
Time-Dependent Vector Fields     82
Lagrangian Particle Tracing     84
Eulerian Particle Tracing     85
Classification and Overview of Flow Visualization Methods     85
Point-Based Direct Flow Visualization     86
Sparse Representations for Particle-Tracing Techniques     87
Dense Representations for Particle-Tracing Methods     92
Feature-Based Visualization Approaches     95
Semi-Lagrangian Noise and Dye Advection on Cartesian Domains     97
Semi-Lagrangian Transport Mechanism     98
GPU Implementation of Semi-Lagrangian Advection     99
Lagrangian-Eulerian Advection     105
Particle Injection     107
Visual Mapping and Rendering     109
Dye Advection Based on Level-Sets     116
Distance Field as Level-Set     118
Reinitialization of the Level-Set     119
Discussion      123
Extensions     123
Implementation and Results     126
Flow Visualization on Curved Surfaces     128
Lagrangian Particle Tracing on Surfaces     129
Visual Mapping and Noise Injection     134
Effective Object and Flow Rendering     136
Implementation     138
Spacetime Framework for Time-Dependent Vector Fields     140
Continuous Framework     141
Texture-Based Discretization     143
Visualization Approaches     147
Implementation     152
Results     154
Summary     157
Perception-Oriented and Non-Photorealistic Rendering     161
Previous Work     162
Color and the Perception of Motion     163
Psychophysical and Physiological Research     164
Design Guidelines     167
Calibration     169
Applications     171
Color-Based Depth-Cueing     176
Linear Transformations and Weighted Sum of Colors     177
Appropriate Parameters for the Generic Depth-Cueing Scheme     180
Implementation     185
Applications     186
Non-Photorealistic Rendering of Depth Structures via Continuous Tone-Shading     191
Traditional Visualization of Semi-Transparency in Illustrations     193
Semi-Transparency in Computer-Generated Illustrations     194
Overview of Cutaway Illustrations     201
Cutout Drawings     204
Breakaway Illustrations     211
Implementation and Performance of Surface Rendering     213
Extension to Volume Illustrations     215
Non-Photorealistic Halftoning     217
The G-Buffer Concept     218
Frame-to-Frame Coherent Halftoning     220
The G[superscript 2]-Buffer Framework     229
Summary     232
Conclusion     237
References     249
Color Plates     277
Index     307

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