Title: Multiresolution Volume Rendering of Large TimeVarying Data Using Videobased Compression
1Multi-resolution Volume Rendering of Large
Time-Varying Data Using Video-based Compression
- Student Chia-Lin Ko
- Advisor Prof. Jung-Hong Chuang
- Prof. Tsai-Pei Wang
2Outline
- Introduction
- Related work
- Pre-processing
- Run-time rendering
- Result
- Conclusion
- Future work
3Introduction
- Volume rendering
- Static volume v.s. time-varying volume
4Introduction
- Texture-based volume rendering
- Problem large volume data
5Introduction
- Motivation
- Break the hierarchical decompression dependency
in the conventional hierarchical wavelet
representation methods - Provide interactive playback
6Introduction
- Contribution
- Present a new framework that combines the
multi-resolution hierarchical representation with
video-based compression to manage and render
large scale time-varying data. - LOD selection by region-of-interest(ROI)
- Caching and pre-loading
- Efficient decompression along time aixs
7Related Work
- Static volume data
- Multi-resolution Rendering
- Wavelet tree
- Time-varying volume data
- WTSP tree
- MPEG compression on time-varying data
8Related WorkMulti-resolution Rendering
- Construct a multi-resolution hierarchical
representation - Adapt the data resolution to render the
interesting or important regions with higher
accuracy
LaMar E., Hamann B., Joy K. I. Multiresolution
Techniques for Interactive Texture-Based Volume
Visualization. In IEEE Visualization '99 Weiler
M., Westermann R., Hansen C., Zimmermank K., Ertl
T. Level-Of-Detail Volume Rendering via 3D
Textures. In Proceedings of IEEE Volume
Visualization and Graphics Sympsium 2000 Boada
I., Navazo I., Scopigno R. Multiresolution
Volume Visualization with a Texture-Based Octree.
The Visual Computer 17, 3 (2001)
9Related WorkMulti-resolution Rendering
- Advantage
- More efficient rendering of large volume data
- Problems
- Require frequent Disk I/O when the data size is
even larger than main memory.
10Related WorkWavelet tree
- Hierarchical wavelet representation
Guthe S., Wand M., Gonser J., Straßer W.
Interactive Rendering of Large Volume Data Sets.
In IEEE Visualization '02 (2002)
11Related WorkWavelet tree
- Advantage
- Reduce storage space and the number of disk I/O
- Disadvantage
- Decompressing overhead
12Related WorkWTSP Tree
- Construct a wavelet-tree at each time step, then
apply 1D wavelet transform along the time axis
Wang C., Shen H. W. A Framework for Rendering
Large Time-Varying Data Using Wavelet-Based
Time-Space Partitioning (WTSP) Tree. Technical
Report OSU-CISRC-1/04-TR05, 8 pp., January 2004
13Related WorkWTSP tree
- Advantage
- Flexible spatio-temporal multi-resolution data
browsing - Problem
- Updating along the time axis requires the
traversal of the binary time tree - Additional decompression overhead
- Getting worse when the number of time steps is
increasing.
14Related WorkMPEG compression on time-varying data
- Directly Borrow the idea of MPEG compression to
compress time-varying volume data set. - They are not designed for handling large
time-varying data set - Guthe and Straßer Real-Time Decompression and
Visualization of Animated Volume Data 2001 - Sohn et al. Feature Based Volumetric Video
Compression for Interactive Playback 2002
15Pre-processing
16Basic video compression
17Pre-processing overview
- 1. Classify each time step as I-frame or P-frame
- 2. Subdivide into blocks
- 3. Apply Hierarchical wavelet transform
- 4. Compress and store
- (a) I-frame wavelet tree
- (b) P-frame motion compensation
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19I-frame compression
- Wavelet Haar wavelet transform with lifting
scheme - The high-pass filtered coefficients are then
encoded using run-length encoding combined with a
fixed Huffman encoder
20P-frame compression
21P-frame compression
- 1. Subdivide a block node into micro-blocks of
size - Li x Lj x Lk
- 2. For each micro-block
- (a). Apply motion-compensation-based prediction
from its - corresponding spatial node in the previous
frame. - (b). Prediction from its neighboring voxels
- 3. Encode difference data motion vectors using
run-length encoding combined with a fixed Huffman
encoder.
22Run-Time Rendering
- LOD selection
- Run-time decompression
- Rendering of blocks
- Caching
- Pre-loading
23LOD selection
- The LOD selection is dependent on the
user-controlled region of interest (ROI) - Two types of ROI
- Spatial - to decide the spatial resolution
- Temporal - to decide the temporal updating
frequency
24Spatial ROI
- let the regions inside the ROI have the highest
resolution
25Temporal ROI
The blocks that are inside the temporal ROI
bounding box will be updated at every frame
26Run-time decompression
- I-frame
- Traverse the wavelet tree and reconstruct data
blocks
27Run-time decompression
- P-frame
- Decode the difference data and motion vectors to
recover the data blocks of P-frame.
28Rendering of blocks
- Use texture-based volume rendering
- Enforcing a back-to-front traversal order of the
octree. - For each block, a 3D texture is created and
loaded into the texture memory. - Place view-aligned slices into the block and
render these slices in back-to-front order. - Alpha blending delivers the volume integrals
along viewing rays for all pixels on the screen.
29Rendering of blocks
30Caching
- Caching helps us to reuse previously
reconstructed data blocks - save the time for loading and reconstructing
these data blocks
31Pre-loading
- The decompression workload of I-frame is usually
much larger than the workload of P-frame - An obvious delay is observed in the playback when
meeting an I-frame. - To distribute the workload more evenly, at
P-frame we can pre-load the data blocks of the
next I-frame in advance. This will make the
playback smoother.
32Result
- The algorithm was implemented in C and OpenGL.
- All benchmarks were performed on a 2.4GHz Intel
core 2 processor with 2GB main memory , and an
nVidia GeForce 8800 GTX graphics card with 768MB
video memory.
33Resultdata set
- The time-varying data sets used in our testing is
Turbulent Combustion Simulation data set from
Institute of Ultra-Scale Visualization (IUSV)
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35Resultpre-processing
- In Jet_chi data set, we chose the block size to
be 128x256x32 and each block is of size 2MB. It
will construct a 3-level hierarchy octree with 73
nodes. - In Jet_merg data set, we chose the block size to
be 64x128x32, and each block is of size 0.5 MB.
It will construct a 5-level hierarchy octree with
4681 nodes.
36Resultpre-processing
- We test the compression ratio with different
number of I-frames in Jet_chi data set. - We set all compression parameters the same to
compress the Jet_merg data set with WTSP tree
method and our algorithm.
37ResultRun-time rendering
- Test decompression efficiency with Jet_merg data
set. - Test the decompression time and disk loading
bandwidth under two different situation - The decompression time includes
- disk I/O to fetch compressed data
- decoding the compressed bit streams
- reconstruction of data blocks
38Situation 1
39Situation 2
40Result Playback frame rate
41S1
S2
S1
S2
42S3
S3
43ResultVideo demo
- Browsing
- Interactive playback
44Conclusion
- A new framework is proposed
- combines the multi-resolution hierarchical
representation with video-based compression - efficient reconstruction of data in time axis.
- interactive playback is possible.
45Future work
- Adjust the spatial and temporal LOD by data
distortion - Adapt the current advanced video compression
techniques to improve the compression and
decompression efficiency.
46Thank You