Parallel marching blocks: a practical isosurfacing algorithm for large data on many-core architectures
MetadataShow full item record
AbstractInteractive 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.
CitationLiu 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.-.
JournalComputer Graphics Forum
The following license files are associated with this item:
- Creative Commons
Except where otherwise noted, this item's license is described as Yellow - can archive pre-print (ie pre-refereeing)