An efficient GPU approach for designing 3D cultural heritage information systems
Luis López, Juan Carlos Torres, Germán Arroyo, Pedro Cano, Domingo Martín
TL;DR
The paper tackles the challenge of efficiently organizing and editing rich, heterogeneous data on 3D cultural heritage models. It proposes a GPU-driven architecture that stores information layers in 2D textures and indexes them with texture coordinates, avoiding octree indexing. The approach introduces two layer types (Numeric and Database) implemented via Data, Mask, and Palette textures, managed by a texture-array system and edited entirely on the GPU using TEA and TPA algorithms. Empirical results show the GPU-based method offers higher precision, lower CPU–GPU data transfer, and better scalability across model complexity and editing sizes compared to an octree-based baseline, making it well-suited for interactive, field-ready cultural heritage information systems.
Abstract
We propose a new architecture for 3D information systems that takes advantage of the inherent parallelism of the GPUs. This new solution structures information as thematic layers, allowing a level of detail independent of the resolution of the meshes. Previous proposals of layer based systems present issues, both in terms of performance and storage, due to the use of octrees to index information. In contrast, our approach employs two-dimensional textures, highly efficient in GPU, to store and index information. In this article we describe this architecture and detail the GPU algorithms required to edit these layers. Finally, we present a performance comparison of our approach against an octree based system.
