Pere Pau Vazquez Alcocer and Marcos Balsa Rodriguez
2012
Abstract
Volume rendering has been a relevant topic in scientific visualization for the last two decades. A decade ago the exploration of reasonably big volume datasets required costly workstations due to the high processing cost of this kind of visualization. In the last years, a high end PC or laptop was enough to be able to handle medium-sized datasets thanks specially to the fast evolution of GPU hardware. New embedded CPUs that sport powerful graphics chipsets make complex 3D applications feasible in such devices. However, besides the much marketed presentations and all its hype, no real empirical data is usually available that makes comparing absolute and relative capabilities possible. In this paper we analyze current graphics hardware in most high-end Android mobile devices and perform a practical comparison of a well-known GPU-intensive task: volume rendering. We analyze different aspects by implementing three different classical algorithms and show how the current state-of-the art mobile GPUs behave in volume rendering.
Reference and download information
Pere Pau Vazquez Alcocer and Marcos Balsa Rodriguez. Practical Volume Rendering in mobile devices. In Proc. International Symposium on Visual Computing. Volume 7431 of Lecture Notes in Computer Science (LNCS). Pages 708-718, Springer Verlag, 2012. DOI: 10.1007/978-3-642-33179-4_67.
Related multimedia productions
Bibtex citation record
@InCollection{Vazquez:2012:PVR, author = {{Pere Pau} {Vazquez Alcocer} and Marcos {Balsa Rodriguez}}, title = {Practical Volume Rendering in mobile devices}, booktitle = {Proc. International Symposium on Visual Computing}, series = {Lecture Notes in Computer Science (LNCS)}, volume = {7431}, pages = {708-718}, publisher = {Springer Verlag}, year = {2012}, abstract = { Volume rendering has been a relevant topic in scientific visualization for the last two decades. A decade ago the exploration of reasonably big volume datasets required costly workstations due to the high processing cost of this kind of visualization. In the last years, a high end PC or laptop was enough to be able to handle medium-sized datasets thanks specially to the fast evolution of GPU hardware. New embedded CPUs that sport powerful graphics chipsets make complex 3D applications feasible in such devices. However, besides the much marketed presentations and all its hype, no real empirical data is usually available that makes comparing absolute and relative capabilities possible. In this paper we analyze current graphics hardware in most high-end Android mobile devices and perform a practical comparison of a well-known GPU-intensive task: volume rendering. We analyze different aspects by implementing three different classical algorithms and show how the current state-of-the art mobile GPUs behave in volume rendering. }, doi = {10.1007/978-3-642-33179-4_67}, url = {http://vic.crs4.it/vic/cgi-bin/bib-page.cgi?id='Vazquez:2012:PVR'}, }
The publications listed here are included as a means to ensure timely
dissemination of scholarly and technical work on a non-commercial basis.
Copyright and all rights therein are maintained by the authors or by
other copyright holders, notwithstanding that they have offered their works
here electronically. It is understood that all persons copying this
information will adhere to the terms and constraints invoked by each
author's copyright. These works may not be reposted without the
explicit permission of the copyright holder.
Please contact the authors if you are willing to republish this work in
a book, journal, on the Web or elsewhere. Thank you in advance.
All references in the main publication page are linked to a descriptive page
providing relevant bibliographic data and, possibly, a link to
the related document. Please refer to our main
publication repository page for a
page with direct links to documents.