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OLBVH: octree linear bounding volume hierarchy for volumetric meshes

Ströter, Daniel ; Mueller-Roemer, Johannes S. ; Stork, André ; Fellner, Dieter W. (2020)
OLBVH: octree linear bounding volume hierarchy for volumetric meshes.
In: The Visual Computer
doi: 10.1007/s00371-020-01886-6
Artikel, Bibliographie

Kurzbeschreibung (Abstract)

We present a novel bounding volume hierarchy for GPU-accelerated direct volume rendering (DVR) as well as volumetric mesh slicing and inside-outside intersection testing. Our novel octree-based data structure is laid out linearly in memory using space filling Morton curves. As our new data structure results in tightly fitting bounding volumes, boundary markers can be associated with nodes in the hierarchy. These markers can be used to speed up all three use cases that we examine. In addition, our data structure is memory-efficient, reducing memory consumption by up to 75%. Tree depth and memory consumption can be controlled using a parameterized heuristic during construction. This allows for significantly shorter construction times compared to the state of the art. For GPU-accelerated DVR, we achieve performance gain of 8.4×–13×. For 3D printing, we present an efficient conservative slicing method that results in a 3×–25× speedup when using our data structure. Furthermore, we improve volumetric mesh intersection testing speed by 5×–52×.

Typ des Eintrags: Artikel
Erschienen: 2020
Autor(en): Ströter, Daniel ; Mueller-Roemer, Johannes S. ; Stork, André ; Fellner, Dieter W.
Art des Eintrags: Bibliographie
Titel: OLBVH: octree linear bounding volume hierarchy for volumetric meshes
Sprache: Englisch
Publikationsjahr: 6 Juli 2020
Verlag: Springer Link
Titel der Zeitschrift, Zeitung oder Schriftenreihe: The Visual Computer
DOI: 10.1007/s00371-020-01886-6
URL / URN: https://doi.org/10.1007/s00371-020-01886-6
Kurzbeschreibung (Abstract):

We present a novel bounding volume hierarchy for GPU-accelerated direct volume rendering (DVR) as well as volumetric mesh slicing and inside-outside intersection testing. Our novel octree-based data structure is laid out linearly in memory using space filling Morton curves. As our new data structure results in tightly fitting bounding volumes, boundary markers can be associated with nodes in the hierarchy. These markers can be used to speed up all three use cases that we examine. In addition, our data structure is memory-efficient, reducing memory consumption by up to 75%. Tree depth and memory consumption can be controlled using a parameterized heuristic during construction. This allows for significantly shorter construction times compared to the state of the art. For GPU-accelerated DVR, we achieve performance gain of 8.4×–13×. For 3D printing, we present an efficient conservative slicing method that results in a 3×–25× speedup when using our data structure. Furthermore, we improve volumetric mesh intersection testing speed by 5×–52×.

Freie Schlagworte: General Purpose Computation on Graphics Processing Unit (GPGPU), Volume rendering, Hierarchical bounding volumes, Hierarchical data structures
Fachbereich(e)/-gebiet(e): 20 Fachbereich Informatik
20 Fachbereich Informatik > Graphisch-Interaktive Systeme
Hinterlegungsdatum: 15 Jul 2020 07:29
Letzte Änderung: 04 Feb 2022 12:38
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