Parallel marching blocks: a practical isosurfacing algorithm for large data on many-core architectures
Abstract
Interactive isosurface visualisation has been made possible by mapping algorithms to GPU architectures. However, current state-of-the-art isosurfacing algorithms usually consume large amounts of GPU memory owing to the additional acceleration structures they require. As a result, the continued limitations on available GPU memory mean that they are unable to deal with the larger datasets that are now increasingly becoming prevalent. This paper proposes a new parallel isosurface-extraction algorithm that exploits the blocked organisation of the parallel threads found in modern many-core platforms to achieve fast isosurface extraction and reduce the associated memory requirements. This is achieved by optimising thread co-operation within thread-blocks and reducing redundant computation; ultimately, an indexed triangular mesh could be produced. Experiments have shown that the proposed algorithm is much faster (up to 10×) than state-of-the-art GPU algorithms and has a much smaller memory footprint, enabling it to handle much larger datasets (up to 64×) on the same GPU.Citation
Liu B, Clapworthy G, Dong F, Wu E (2016) 'Parallel Marching Blocks: A Practical Isosurfacing Algorithm for Large Data on Many-Core Architectures', Computer Graphics Forum, 35 (3), pp.-.Publisher
WileyJournal
Computer Graphics ForumAdditional Links
https://onlinelibrary.wiley.com/doi/10.1111/cgf.12897Type
ArticleLanguage
enISSN
0167-7055ae974a485f413a2113503eed53cd6c53
10.1111/cgf.12897
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