Olano, MarcBoyer, Kyle2021-01-292021-01-292018-01-0111874http://hdl.handle.net/11603/20859Volume visualization is used in a number of real-world applications, including scientific data representation, medical imaging, simulation display, and computer gaming. The standard method for rendering volumetric datasets in real time is Ray Marching. This is computationally expensive, and thus is almost exclusively offloaded to a discrete GPU. Modern graphics cards can handle the rendering costs, but the algorithm still does not account for time-varying datasets, in which the temporal changes in the data are relevant to the viewer. To handle pre-computed time-varying datasets, multiple snapshots of the data must be loaded to the GPU in real time, and interpolated Datasets with many time steps can be too large to fit in GPU memory at once, but too slow to load one step at a time. I present a method to reduce or eliminate runtime loading, instead preprocessing all of the data instances before passing them to the GPU. I do so with a volumetric analog to polynomial texture maps, by fitting a polynomial function of time to the data as it changes in each voxel. These functions are then evaluated on the GPU at runtime. This approach allows handling of large time-varying datasets, while barely affecting rendering performance. The result is the ability to visualize, interact with, and explore large temporal volume data, in real time.application:pdfGraphicsRenderingVolumeVoxelPolynomial Voxel Maps for Time Varying Volumetric RenderingText