Fast And Reliable Space Leaping For Interactive Volume Rendering by Ming Wan, Aamir Sadiq, Arie Kauf - PowerPoint PPT Presentation

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Fast And Reliable Space Leaping For Interactive Volume Rendering by Ming Wan, Aamir Sadiq, Arie Kauf

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With volumes, camera is located in empty region ... DFB is not applicable for a camera inside a detailed scene since DFB would skip new objects ... – PowerPoint PPT presentation

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Title: Fast And Reliable Space Leaping For Interactive Volume Rendering by Ming Wan, Aamir Sadiq, Arie Kauf


1
Fast And Reliable Space Leaping For Interactive
Volume RenderingbyMing Wan, Aamir Sadiq, Arie
Kaufman
  • Presented by
  • Allan Spale, CAVERN Viz Workshop, May 2004

2
Overview
  • Algorithm that accelerates ray casting during
    interactive navigation in a complex volumetric
    scene
  • Pixel depths derived with a fast cell-based
    reprojection algorithm during navigation
  • Remaining pixel depths determined by precomputing
    the distance from each empty voxel to its nearest
    object boundary
  • Distance-From-Boundary (DFB) jumping
  • Provide suitable solution to new incoming objects
    problem during navigation
  • Updates depth pixels where new objects are exposed

3
Background and Definitions
  • Volumetric Data 3D grids of voxels
  • Cell 3D volumetric region bounded by 8
    neighboring grid vertices (voxels)
  • Algorithm works with cubic, regular, and
    rectilinear grids
  • Utilizes 2 cell buffers and frame buffers
    (previous and current frame)
  • Cell buffer Stores visible object cell
  • Depth buffer Stores depth of each pixel,
    generated by the previous cell buffer
  • Hole pixel Pixel not covered by any reprojected
    point
  • Accelerated ray casting algorithm
  • Use cell-based reprojection to get pixel depths
    from previous frame
  • Perform DFB jumping at a hole pixel to detect its
    depth
  • Detect correct depth values from step 1 with
    incoming objects
  • Skip over empty regions along each ray

4
Cell-Based ReprojectionReproject the Cell
Center (Fig 1a)
  • E viewpoint, f distance from E to image plane
  • Given cell C and cells center point V
  • Calculate projected position of P of V on image
    plane as
  • The intersection between image plane
  • Line L passing through V and E

5
Cell-Based ReprojectionDetermine Reprojected
Region (Fig 1a)
  • Line L is perpendicular to the image plane
  • Bounding sphere of cell C is a circle centered at
    P with radius S
  • Calculate radius of S
  • There is tangent plane T of cell C passing
    through viewpoint E
  • A is a tangent point
  • B is projection of point A on the image plane
  • Distance of s between B and P
  • Distance of r between A and V
  • With right triangles, can use equation
  • s r f / (d2 r2 ) 1/2

6
Cell-Based ReprojectionUpdate the Depth Buffer
  • Determine pixels that the reprojected cell may
    occupy
  • If occupied pixels depth value is available in
    the buffer
  • Compare it with the new distance l from the cell
    being reprojected
  • If depth value is greater than l
  • The value l will replace old depth value
  • Advantages
  • Safe estimation of jumping distance without
    losing pixels
  • Moderate impact on reprojection cost
  • Less expensive than splatting because each cell
    reprojection covers a larger area on the image
    plane

7
Accelerated Ray Casting
  • If a pixel has its depth value in the depth
    buffer, ray casting quickens because it can jump
    to the nearest object voxel
  • Otherwise, perform DFB-jumping to skip over empty
    ray segment
  • With volumes, camera is located in empty region
  • Voxels DFB value is view-independent and can be
    calculated as a preprocessing step
  • Whenever the ray sampling point occurs in an
    empty region, DFB jumping may be applied at that
    position
  • DFB is not applicable for a camera inside a
    detailed scene since DFB would skip new objects

8
New Incoming Object Detection
  • Find pixels at edge of the reprojection region in
    current image
  • Recalculate depth of each peripheral pixel by ray
    casting and performing DFB until first voxel
    found
  • New depth lt original depth ? mark pixel to
    indicate new object detection
  • Check each marked pixels 8 neighboring pixels
  • Look for pixels with depth values in the depth
    buffer but have not been accessed yet
  • Recalculate their depth values
  • Update depth buffer with new value
  • Mark the pixel so that it indicates the detection
    of a new object
  • Go to step 3 until no more pixels can be marked

9
Results
  • Implementation
  • 16 processor SGI Power Challenge
  • Task assigned cell buffer entries and pixels to
    each processor in interleaved scanline order for
    reprojection and DFB-jumping
  • Detection of new object was not parallelized
    because execution time was short
  • Datasets
  • Phantom pipe 512 x 512 x 107
  • Colon (from CT data) 512 x 512 x 411

10
Summary
  • Highlights
  • Fast, reliable space leaping method to accelerate
    ray casting for large volumes
  • Combines temporal and object space coherence
  • Pros
  • Notable speedup in rendering
  • Usable for all volume grid types
  • Cons
  • Generic algorithm but works well in empty scenes
  • Questionable image quality (figure 5) or bad PDF
    image
  • New object detection tends to fail when view
    changes too much between adjacent frames
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