GPU-based lossless volume data compression

S. Guthe, M. Goesele
{"title":"GPU-based lossless volume data compression","authors":"S. Guthe, M. Goesele","doi":"10.1109/3DTV.2016.7548892","DOIUrl":null,"url":null,"abstract":"In rendering, textures are usually consuming more graphics memory than the geometry. This is especially true when rendering regular sampled volume data as the geometry is a single box. In addition, volume rendering suffers from the curse of dimensionality. Every time the resolution doubles, the number of projected pixels is multiplied by four but the amount of data is multiplied by eight. Data compression is thus mandatory even with the increasing amount of memory available on today's GPUs. Existing compression schemes are either lossy or do not allow on-the-fly random access to the volume data while rendering. Both of these properties are, however, important for high quality direct volume rendering. In this paper, we propose a lossless compression and caching strategy that allows random access and decompression on the GPU using a compressed volume object.","PeriodicalId":378956,"journal":{"name":"2016 3DTV-Conference: The True Vision - Capture, Transmission and Display of 3D Video (3DTV-CON)","volume":"44 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"5","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 3DTV-Conference: The True Vision - Capture, Transmission and Display of 3D Video (3DTV-CON)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/3DTV.2016.7548892","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 5

Abstract

In rendering, textures are usually consuming more graphics memory than the geometry. This is especially true when rendering regular sampled volume data as the geometry is a single box. In addition, volume rendering suffers from the curse of dimensionality. Every time the resolution doubles, the number of projected pixels is multiplied by four but the amount of data is multiplied by eight. Data compression is thus mandatory even with the increasing amount of memory available on today's GPUs. Existing compression schemes are either lossy or do not allow on-the-fly random access to the volume data while rendering. Both of these properties are, however, important for high quality direct volume rendering. In this paper, we propose a lossless compression and caching strategy that allows random access and decompression on the GPU using a compressed volume object.
基于gpu的无损卷数据压缩
在渲染中,纹理通常比几何图形消耗更多的图形内存。当渲染常规采样体数据时尤其如此,因为几何体是单个框。此外,体绘制还受到维度的困扰。每当分辨率加倍时,投影像素的数量就会增加4,而数据量则会增加8。因此,即使在今天的gpu上可用的内存不断增加的情况下,数据压缩也是强制性的。现有的压缩方案要么有损,要么不允许在渲染时实时随机访问卷数据。然而,这两个属性对于高质量的直接体绘制都很重要。在本文中,我们提出了一种无损压缩和缓存策略,该策略允许使用压缩卷对象在GPU上随机访问和解压缩。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信
小红书