Your visualisations are going places: SciVis on gaming consoles

Abstract Gaming consoles, whether stationary or handheld, are designed to provide a reasonably high level of computing power to run contemporary video games at an attractive price point, a compact form factor and modest energy consumption. While consoles have traditionally been closed-off systems, recent versions of the Xbox allow the development of apps for the Universal Windows Platform (UWP) on retail devices, making it potentially a suitable platform for bringing scientific visualisation (SciVis) applications to the masses. We describe how to run such applications, namely volume rendering and ray casting of spherical glyphs, on commodity gaming systems, not only on the Xbox Series X/S, but also on handheld devices like the Steam Deck. We detail the challenges and limitations we encountered during the implementation and provide the results of an extensive study of rendering performance, not only proving the viability of the approach but also allowing for a cost and benefit evaluation compared to standard desktop computers. Graphical abstract

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Publication Details

Journal
Journal of Visualization
Published
2024-12-28
DOI
https://doi.org/10.1007/s12650-024-01035-4
Primary Topic
Data Visualization and Analytics
Type
article
Field-Weighted Citation Impact
0.00

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article

Your visualisations are going places: SciVis on gaming consoles

Thomas Ertl, Dominik Sellenthin, Daniel Weiskopf, Guido Reina et al.
Journal of Visualization
Data Visualization and Analytics
article

Your visualisations are going places: SciVis on gaming consoles

Thomas Ertl, Dominik Sellenthin, Daniel Weiskopf, Guido Reina, Michael Becher, Christoph Müller
article en

Abstract

Abstract Gaming consoles, whether stationary or handheld, are designed to provide a reasonably high level of computing power to run contemporary video games at an attractive price point, a compact form factor and modest energy consumption. While consoles have traditionally been closed-off systems, recent versions of the Xbox allow the development of apps for the Universal Windows Platform (UWP) on retail devices, making it potentially a suitable platform for bringing scientific visualisation (SciVis) applications to the masses. We describe how to run such applications, namely volume rendering and ray casting of spherical glyphs, on commodity gaming systems, not only on the Xbox Series X/S, but also on handheld devices like the Steam Deck. We detail the challenges and limitations we encountered during the implementation and provide the results of an extensive study of rendering performance, not only proving the viability of the approach but also allowing for a cost and benefit evaluation compared to standard desktop computers. Graphical abstract

Journal of VisualizationVol. 28(2)
University of Stuttgart (DE)
Deutsche Forschungsgemeinschaft, Universität Stuttgart
Affordable and clean energy
Openalex Percentile: Top 76%
Data Visualization and Analytics
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Your visualisations are going places: SciVis on gaming consoles — Thomas Ertl, Dominik Sellenthin, et al. · Journal of Visualization (2024) | TGRS Research Map | TGRS