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Interactive texture-based volume rendering for large data sets

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7 Author(s)
J. Kniss ; Sci. Comput. & Imaging Inst., Utah Univ., Salt Lake City, UT, USA ; P. McCormick ; A. McPherson ; J. Ahrens
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To employ direct volume rendering, TRex uses parallel graphics hardware, software-based compositing, and high-performance I/O to provide near-interactive display rates for time-varying, terabyte-sized data sets. We present a scalable, pipelined approach for rendering data sets too large for a single graphics card. To do so, we take advantage of multiple hardware rendering units and parallel software compositing. The goals of TRex, our system for interactive volume rendering of large data sets, are to provide near-interactive display rates for time-varying, terabyte-sized uniformly sampled data sets and provide a low-latency platform for volume visualization in immersive environments. We consider 5 frames per second (fps) to be near-interactive rates for normal viewing environments and immersive environments to have a lower bound frame rate of l0 fps. Using TRex for virtual reality environments requires low latency - around 50 ms per frame or 100 ms per view update or stereo pair. To achieve lower latency renderings, we either render smaller portions of the volume on more graphics pipes or subsample the volume to render fewer samples per frame by each graphics pipe. Unstructured data sets must be resampled to appropriately leverage the 3D texture volume rendering method

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IEEE Computer Graphics and Applications  (Volume:21 ,  Issue: 4 )