EG 2013 - STARs
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Browsing EG 2013 - STARs by Subject "Picture/Image Generation"
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Item State of the Art of Parallel Coordinates(The Eurographics Association, 2013) Heinrich, Julian; Weiskopf, Daniel; M. Sbert and L. Szirmay-KalosThis work presents a survey of the current state of the art of visualization techniques for parallel coordinates. It covers geometric models for constructing parallel coordinates and reviews methods for creating and understanding visual representations of parallel coordinates. The classification of these methods is based on a taxonomy that was established from the literature and is aimed at guiding researchers to find existing techniques and identifying white spots that require further research. The techniques covered in this survey are further related to an established taxonomy of knowledge-discovery tasks to support users of parallel coordinates in choosing a technique for their problem at hand. Finally, we discuss the challenges in constructing and understanding parallel-coordinates plots and provide some examples from different application domains.Item A Survey of Compressed GPU-Based Direct Volume Rendering(The Eurographics Association, 2013) Rodríguez, Marcos Balsa; Gobbetti, Enrico; Guitián, José A. Iglesias; Makhinya, Maxim; Marton, Fabio; Pajarola, Renato; Suter, Susanne K.; M. Sbert and L. Szirmay-KalosGreat advancements in commodity graphics hardware have favored GPU-based volume rendering as the main adopted solution for interactive exploration of rectilinear scalar volumes on commodity platforms. Nevertheless, long data transfer times and GPU memory size limitations are often the main limiting factors, especially for massive, time-varying or multi-volume visualization, or for networked visualization on the emerging mobile devices. To address this issue, a variety of level-of-detail data representations and compression techniques have been introduced. In order to improve capabilities and performance over the entire storage, distribution and rendering pipeline, the encoding/decoding process is typically highly asymmetric, and systems should ideally compress at data production time and decompress on demand at rendering time. Compression and level-of-detail pre-computation does not have to adhere to real-time constraints and can be performed off-line for high quality results. In contrast, adaptive real-time rendering from compressed representations requires fast, transient, and spatially independent decompression. In this report, we review the existing compressed GPU volume rendering approaches, covering compact representation models, compression techniques, GPU rendering architectures and fast decoding techniques.