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Interactive Out-Of-Core Isosurface Extraction
"... In this paper, we present a novel out-of-core technique for the interactive computation of isosurfaces from volume data. Our algorithm minimizes the main memory and disk space requirements on the visualization workstation, while speeding up isosurface extraction queries. Our overall approach is a tw ..."
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Cited by 80 (17 self)
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In this paper, we present a novel out-of-core technique for the interactive computation of isosurfaces from volume data. Our algorithm minimizes the main memory and disk space requirements on the visualization workstation, while speeding up isosurface extraction queries. Our overall approach is a two-level indexing scheme. First, by our meta-cell technique, we partition the original dataset into clusters of cells, called meta-cells. Secondly, we produce metaintervals associated with the meta-cells, and build an indexing data structure on the meta-intervals. We separate the cell information, kept only in meta-cells in disk, from the indexing structure, which is also in disk and only contains pointers to meta-cells. Our meta-cell technique is an I/O-efficient approach for computing a k-d-tree-like partition of the dataset. Our indexing data structure, the binaryblocked I/O interval tree, is a new I/O-optimal data structure to perform stabbing queries that report from a set of meta-inte...
External Memory Data Structures
, 2001
"... In many massive dataset applications the data must be stored in space and query efficient data structures on external storage devices. Often the data needs to be changed dynamically. In this chapter we discuss recent advances in the development of provably worst-case efficient external memory dynami ..."
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Cited by 78 (34 self)
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In many massive dataset applications the data must be stored in space and query efficient data structures on external storage devices. Often the data needs to be changed dynamically. In this chapter we discuss recent advances in the development of provably worst-case efficient external memory dynamic data structures. We also briefly discuss some of the most popular external data structures used in practice.
Terrain Simplification Simplified: A General Framework for View-Dependent Out-of-Core Visualization
, 2002
"... This paper describes a general framework for out-of-core rendering and management of massive terrain surfaces. The two key components of this framework are: view-dependent refinement of the terrain mesh; and a simple scheme for organizing the terrain data to improve coherence and reduce the number o ..."
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Cited by 67 (1 self)
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This paper describes a general framework for out-of-core rendering and management of massive terrain surfaces. The two key components of this framework are: view-dependent refinement of the terrain mesh; and a simple scheme for organizing the terrain data to improve coherence and reduce the number of paging events from external storage to main memory. Similar to several previously proposed methods for viewdependent refinement, we recursively subdivide a triangle mesh defined over regularly gridded data using longest-edge bisection. As part of this single, per-frame refinement pass, we perform triangle stripping, view frustum culling, and smooth blending of geometry using geomorphing. Meanwhile, our refinement framework supports a large class of error metrics, is highly competitive in terms of rendering performance, and is surprisingly simple to implement. Independent
Visualization of Large Terrains Made Easy
, 2001
"... We present an elegant and simple to implement framework for performing out-of-core visualization and view-dependent refinement of large terrain surfaces. Contrary to the recent trend of increasingly elaborate algorithms for large-scale terrain visualization, our algorithms and data structures have b ..."
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Cited by 58 (4 self)
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We present an elegant and simple to implement framework for performing out-of-core visualization and view-dependent refinement of large terrain surfaces. Contrary to the recent trend of increasingly elaborate algorithms for large-scale terrain visualization, our algorithms and data structures have been designed with the primary goal of simplicity and efficiency of implementation. Our approach to managing large terrain data also departs from more conventional strategies based on data tiling. Rather than emphasizing how to segment and efficiently bring data in and out of memory, we focus on the manner in which the data is laid out to achieve good memory coherency for data accesses made in a top-down (coarse-to-fine) refinement of the terrain. We present and compare the results of using several different data indexing schemes, and propose a simple to compute index that yields substantial improvements in locality and speed over more commonly used data layouts. Our second contribution is a new and simple, yet easy to generalize method for view-dependent refinement. Similar to several published methods in this area, we use longest edge bisection in a top-down traversal of the mesh hierarchy to produce a continuous surface with subdivision connectivity. In tandem with the refinement, we perform view frustum culling and triangle stripping. These three components are done together in a single pass over the mesh. We show how this framework supports virtually any error metric, while still being highly memory and compute efficient. 1
Streaming Meshes
, 2005
"... Recent years have seen an immense increase in the complexity of geometric data sets. Today's gigabyte-sized polygon models can no longer be completely loaded into the main memory of common desktop PCs. Unfortunately, current mesh formats do not account for this. They were designed years ago when mes ..."
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Cited by 54 (16 self)
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Recent years have seen an immense increase in the complexity of geometric data sets. Today's gigabyte-sized polygon models can no longer be completely loaded into the main memory of common desktop PCs. Unfortunately, current mesh formats do not account for this. They were designed years ago when meshes were orders of magnitudes smaller. Using such formats to store large meshes is inefficient and unduly complicates all subsequent processing.
Parallel Accelerated Isocontouring for Out-of-Core Visualization
- In Proceedings of the 1999 IEEE Symposium on Parallel Visualization and Graphics
, 1999
"... In this paper we introduce a scheme for static analysis that allows us to partition large geometric datasets at multiple levels of granularity to achieve both load balancing in parallel computations and minimal access to secondary memory in out-of-core computations. The idea is illustrated and fully ..."
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Cited by 44 (13 self)
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In this paper we introduce a scheme for static analysis that allows us to partition large geometric datasets at multiple levels of granularity to achieve both load balancing in parallel computations and minimal access to secondary memory in out-of-core computations. The idea is illustrated and fully exploited for the case of isosurface extraction, but extendible to a class of algorithms based on a small set of algorithm parameters and for which an appropriate static analysis can be performed. 1
Out-of-core algorithms for scientific visualization and computer graphics
- In Visualization’02 Course Notes
, 2002
"... Recently, several external memory techniques have been developed for a wide variety of graphics and visualization problems, including surface simplification, volume rendering, isosurface generation, ray tracing, surface reconstruction, and so on. This work has had significant impact given that in re ..."
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Cited by 43 (11 self)
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Recently, several external memory techniques have been developed for a wide variety of graphics and visualization problems, including surface simplification, volume rendering, isosurface generation, ray tracing, surface reconstruction, and so on. This work has had significant impact given that in recent years there has been a rapid increase in the raw size of datasets. Several technological trends are contributing to this, such as the development of high-resolution 3D scanners, and the need to visualize ASCI-size (Accelerated Strategic Computing Initiative) datasets. Another important push for this kind of technology is the growing speed gap between main memory and caches, which penalizes algorithms that do not optimize for coherence of access. Because of these reasons, much research in computer graphics focuses on developing out-of-core (and often cache-friendly) techniques. This paper surveys fundamental issues, current problems, and unresolved questions, and aims to provide graphics researchers and professionals with an effective knowledge of current techniques, as well as the foundation to develop novel techniques on their own. Keywords: Out-of-core algorithms, scientific visualization, computer graphics, interactive rendering, vol-ume rendering, surface simplification.
A Memory Insensitive Technique for Large Model Simplification
"... In this paper we propose three simple, but significant improvements to the OoCS (Out-of-Core Simplification) algorithm of Lindstrom [20] which increase the quality of approximations and extend the applicability of the algorithm to an even larger class of compute systems. The original OoCS algorithm ..."
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Cited by 42 (9 self)
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In this paper we propose three simple, but significant improvements to the OoCS (Out-of-Core Simplification) algorithm of Lindstrom [20] which increase the quality of approximations and extend the applicability of the algorithm to an even larger class of compute systems. The original OoCS algorithm has memory complexity that depends on the size of the output mesh, but no dependency on the size of the input mesh. That is, it can be used to simplify meshes of arbitrarily large size, but the complexity of the output mesh is limited by the amount of memory available. Our first contribution is a version of OoCS that removes the dependency of having enough memory to hold (even) the simplified mesh. With our new algorithm, the whole process is made essentially independent of the available memory on the host computer. Our new technique uses disk instead of main memory, but it is carefully designed to avoid costly random accesses. Our two other contributions improve the quality of the approximations generated by OoCS. We propose a scheme for preserving surface boundaries which does not use connectivity information, and a scheme for constraining the position of the “representative vertex” of a grid cell to an optimal position inside the cell.
External memory view-dependent simplification
- IN PROCEEDINGS EUROGRAPHICS (2000
, 2004
"... In this paper, we propose a novel external-memory algorithm to support view-dependent simplification for datasets much larger than main memory. In the preprocessing phase, we use a new spanned sub-meshes simplification technique to build view-dependence trees I/O-efficiently, which preserves the cor ..."
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Cited by 42 (3 self)
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In this paper, we propose a novel external-memory algorithm to support view-dependent simplification for datasets much larger than main memory. In the preprocessing phase, we use a new spanned sub-meshes simplification technique to build view-dependence trees I/O-efficiently, which preserves the correct edge collapsing order and thus assures the run-time image quality. We further process the resulting view-dependence trees to build the meta-node trees, which can facilitate the run-time level-of-detail rendering and is kept in disk. During run-time navigation, we keep in main memory only the portions of the meta-node trees that are necessary to render the current level of details, plus some prefetched portions that are likely to be needed in the near future. The prefetching prediction takes advantage of the nature of the run-time traversal of the meta-node trees, and is both simple and accurate. We also employ the implicit dependencies for preventing incorrect foldovers, as well as main-memory buffer management and parallel processes scheme to separate the disk accesses from the navigation operations, all in an integrated manner. The experiments show that our approach scales well with respect to the main memory size available, with encouraging preprocessing and run-time rendering speeds and without sacrificing the image quality.
Isosurface Extraction in Time-varying Fields Using a Temporal Branch-on-Need Tree (T-BON)
- IEEE Transactions on Visualization and Computer Graphics
, 1999
"... The Temporal Branch-on-Need Tree (T-BON) extends the threedimensional branch-on-need octree for time-varying isosurface extraction. At each time step, only those portions of the tree and data necessary to construct the current isosurface are read from disk. This algorithm can thus exploit the tempor ..."
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Cited by 40 (1 self)
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The Temporal Branch-on-Need Tree (T-BON) extends the threedimensional branch-on-need octree for time-varying isosurface extraction. At each time step, only those portions of the tree and data necessary to construct the current isosurface are read from disk. This algorithm can thus exploit the temporal locality of the isosurface and, as a geometric technique, spatial locality between cells in order to improve performance. Experimental results demonstrate the performance gained and memory overhead saved using this technique. Keywords: isosurface, time-dependent scalar field visualization, multiresolution methods, octree 1 Introduction Isosurface extraction is an important technique for visualizing volumetric data. By exposing contours of constant value, isosurfaces provide a mechanism for understanding the structure of a scalar field. This method has been used effectively in several disciplines, including medicine [12, 18], computational fluid dynamics (CFD) [6, 7], and molecular dynam...

