Direct Volume Rendering of Stack-Based Terrains (Unknown language)

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Traditionally, the rendering of volumetric terrain data, as many other scientific 3D data, has been carried out performing direct volume rendering techniques on voxel-based representations. A main problem with this kind of representation is its large memory footprint. Several solutions have emerged in order to reduce the memory consumption and improve the rendering performance. An example of this is the hierarchical data structures for space division based on octrees. Although these representations have produced excellent outcomes, especially for binary datasets, their use in data containing internal structures and organized in a layered style, as in the case of surface-subsurface terrain, still leads to a high memory usage. In this paper, we propose the use of a compact stack-based representation for 3D terrain data, allowing a real-time rendering using classic volume rendering procedures. In contrast with previous work that used this representation as an assistant for rendering purposes, we suggest its use as main data structure maintaining the whole dataset in the GPU in a compact way. Furthermore, the implementation of some visual operations included in geoscientific applications such as borehole visualization, attenuation of material layers or cross sections has been carried out.

Table of contents conference proceedings

The tables of contents are generated automatically and are based on the data records of the individual contributions available in the index of the TIB portal. The display of the Tables of Contents may therefore be incomplete.

1
An Improved Parallel Technique for Neighbour Search on CUDA
Perea, Juan J. / Cordero, Juan M. | 2017
11
Dissipation Potentials for Yarn-Level Cloth
Sánchez-Banderas, Rosa M. / Otaduy, Miguel A. | 2017
19
Physically Based Skeleton Tracking
López-Gandía, Axel / Susín, Antonio | 2017
23
Extending Industrial Digital Twins with Optical Object Tracking
Tammaro, Antonio / Segura, Álvaro / Moreno, Aitor / Sánchez, Jairo R. | 2017
27
Unsupervised Framework for People Counting Using a Stereo-based Camera
Negrillo, José / Feito, Francisco R. / Segura, Rafael J. / Ogayar, Carlos Javier / Fuertes, José Manuel / Lucena, Manuel | 2017
31
Google Tango Outdoors. Augmented Reality for Underground Infrastructures
Soria, Gregorio / Ortega, Lidia / Feito, Francisco R. | 2017
41
Direct Volume Rendering of Stack-Based Terrains
Graciano, Alejandro / Rueda, Antonio J. / Feito, Francisco R. | 2017
51
Downsampling and Storage of Pre-Computed Gradients for Volume Rendering
Díaz-García, Jesús / Brunet, Pere / Navazo, Isabel / Vázquez, Pere-Pau | 2017
61
3D GIS Based on WebGL for the Management of Underground Utilities
Jurado, Juan Manuel / Ortega, Lidia / Feito, Francisco R. | 2017
65
Fireman Rescue: A Serious Game for Fire Fighting Training
Ríos, Alejandro / Bonet, Carles / Morales, J. L. / Alavedra, Axel / París, Alejandro / Guillén, Marc | 2017
69
A Curvature-based Method for Identifying the Contact Zone Between Bone Fragments: First Steps
Jiménez-Pérez, J. Roberto / Paulano-Godino, Félix / Jiménez-Delgado, Juan J. | 2017
73
An Interactive Tool for Modeling Ancient Masonry Buildings
Fita, Josep Lluis / Besuievsky, Gonzalo / Patow, Gustavo | 2017
77
Transfer Learning for Illustration Classification
Lagunas, Manuel / Garces, Elena | 2017
87
Fast Stippling based on Weighted Centroidal Voronoi Diagrams
Gómez, Eila / Méndez, Elías / Arroyo, Germán / Martín, Domingo | 2017
97
Improved Intuitive Appearance Editing based on Soft PCA
Malpica, Sandra / Barrio, Miguel / Gutierrez, Diego / Serrano, Ana / Masia, Belen | 2017
107
Transient Photon Beams
Marco, Julio / Jarosz, Wojciech / Gutierrez, Diego / Jarabo, Adrian | 2017
113
Procedural Semantic Cities
Rogla, Otger / Pelechano, Nuria / Patow, Gustavo | 2017
121
Tree Variations
Argudo, Oscar / Andújar, Carlos / Chica, Antoni | 2017
131
Procedural Generation of Natural Environments with Restrictions
Gasch, Cristina / Chover, Miguel / Remolar, Inmaculada | 2017
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