GL4D: A GPU-based Architecture for Interactive 4D Visualization.

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Title: GL4D: A GPU-based Architecture for Interactive 4D Visualization.
Authors: Chu, Alan1 achu@cse.cuhk.edu.hk, Chi-Wing Fu2,3 cwfu@ntu.edu.sg, Hanson, Andrew J.2,4 hansona@indiana.edu, Pheng-Ann Heng1,2 pheng@cse.cuhk.edu.hk
Source: IEEE Transactions on Visualization & Computer Graphics. Nov/Dec2009, Vol. 15 Issue 6, p1587-1594. 8p. 12 Diagrams, 1 Chart.
Subjects: Computer simulation, Manifolds (Mathematics), Computers in geometry, Graphics processing units, Algorithms, Digital image processing, Computer graphics, Three-dimensional imaging
Abstract: This paper describes GLAD, an interactive system for visualizing 2-manifolds and 3-manifolds embedded in four Euclidean dimensions and illuminated by 4D light sources. It is a tetrahedron-based rendering pipeline that projects geometry into volume images, an exact parallel to the conventional triangle-based rendering pipeline for 3D graphics. Novel features include GPU-based algorithms for real-time 4D occlusion handling and transparency compositing; we thus enable a previously impossible level of quality and interactivity for exploring lit 4D objects. The 4D tetrahedrons are stored in GPU memory as vertex buffer objects, and the vertex shader is used to perform per-vertex 4D modelview transformations and 4D-to-3D projection. The geometry shader extension is utilized to slice the projected tetrahedrons and rasterize the slices into individual 2D layers of voxel fragments. Finally, the fragment shader performs per-voxel operations such as lighting and alpha blending with previously computed layers. We account for 4D voxel occlusion along the 4D-to-3D projection ray by supporting a multi-pass back-to-front fragment composition along the projection ray; to accomplish this, we exploit a new adaptation of the dual depth peeling technique to produce correct volume image data and to simultaneously render the resulting volume data using 3D transfer functions into the final 2D image. Previous CPU implementations of the rendering of 4D-embedded 3-manifolds could not perform either the 4D depth-buffered projection or manipulation of the volume-rendered image in real-time; in particular, the dual depth peeling algorithm is a novel GPU-based solution to the real-time 4D depth-buffering problem. GL4D is implemented as an integrated OpenGL-style API library, so that the underlying shader operations are as transparent as possible to the user. [ABSTRACT FROM AUTHOR]
Copyright of IEEE Transactions on Visualization & Computer Graphics is the property of IEEE and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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  Data: GL4D: A GPU-based Architecture for Interactive 4D Visualization.
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  Data: <searchLink fieldCode="AR" term="%22Chu%2C+Alan%22">Chu, Alan</searchLink><relatesTo>1</relatesTo><i> achu@cse.cuhk.edu.hk</i><br /><searchLink fieldCode="AR" term="%22Chi-Wing+Fu%22">Chi-Wing Fu</searchLink><relatesTo>2,3</relatesTo><i> cwfu@ntu.edu.sg</i><br /><searchLink fieldCode="AR" term="%22Hanson%2C+Andrew+J%2E%22">Hanson, Andrew J.</searchLink><relatesTo>2,4</relatesTo><i> hansona@indiana.edu</i><br /><searchLink fieldCode="AR" term="%22Pheng-Ann+Heng%22">Pheng-Ann Heng</searchLink><relatesTo>1,2</relatesTo><i> pheng@cse.cuhk.edu.hk</i>
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  Data: <searchLink fieldCode="JN" term="%22IEEE+Transactions+on+Visualization+%26+Computer+Graphics%22">IEEE Transactions on Visualization & Computer Graphics</searchLink>. Nov/Dec2009, Vol. 15 Issue 6, p1587-1594. 8p. 12 Diagrams, 1 Chart.
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  Data: This paper describes GLAD, an interactive system for visualizing 2-manifolds and 3-manifolds embedded in four Euclidean dimensions and illuminated by 4D light sources. It is a tetrahedron-based rendering pipeline that projects geometry into volume images, an exact parallel to the conventional triangle-based rendering pipeline for 3D graphics. Novel features include GPU-based algorithms for real-time 4D occlusion handling and transparency compositing; we thus enable a previously impossible level of quality and interactivity for exploring lit 4D objects. The 4D tetrahedrons are stored in GPU memory as vertex buffer objects, and the vertex shader is used to perform per-vertex 4D modelview transformations and 4D-to-3D projection. The geometry shader extension is utilized to slice the projected tetrahedrons and rasterize the slices into individual 2D layers of voxel fragments. Finally, the fragment shader performs per-voxel operations such as lighting and alpha blending with previously computed layers. We account for 4D voxel occlusion along the 4D-to-3D projection ray by supporting a multi-pass back-to-front fragment composition along the projection ray; to accomplish this, we exploit a new adaptation of the dual depth peeling technique to produce correct volume image data and to simultaneously render the resulting volume data using 3D transfer functions into the final 2D image. Previous CPU implementations of the rendering of 4D-embedded 3-manifolds could not perform either the 4D depth-buffered projection or manipulation of the volume-rendered image in real-time; in particular, the dual depth peeling algorithm is a novel GPU-based solution to the real-time 4D depth-buffering problem. GL4D is implemented as an integrated OpenGL-style API library, so that the underlying shader operations are as transparent as possible to the user. [ABSTRACT FROM AUTHOR]
– Name: AbstractSuppliedCopyright
  Label:
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  Data: <i>Copyright of IEEE Transactions on Visualization & Computer Graphics is the property of IEEE and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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RecordInfo BibRecord:
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        Value: 10.1109/TVCG.2009.147
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      – Code: eng
        Text: English
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        PageCount: 8
        StartPage: 1587
    Subjects:
      – SubjectFull: Computer simulation
        Type: general
      – SubjectFull: Manifolds (Mathematics)
        Type: general
      – SubjectFull: Computers in geometry
        Type: general
      – SubjectFull: Graphics processing units
        Type: general
      – SubjectFull: Algorithms
        Type: general
      – SubjectFull: Digital image processing
        Type: general
      – SubjectFull: Computer graphics
        Type: general
      – SubjectFull: Three-dimensional imaging
        Type: general
    Titles:
      – TitleFull: GL4D: A GPU-based Architecture for Interactive 4D Visualization.
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            NameFull: Chu, Alan
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            NameFull: Chi-Wing Fu
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            NameFull: Hanson, Andrew J.
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            NameFull: Pheng-Ann Heng
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              M: 11
              Text: Nov/Dec2009
              Type: published
              Y: 2009
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