Multiresolution Volume Rendering of Large TimeVarying Data Using Videobased Compression - PowerPoint PPT Presentation

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Multiresolution Volume Rendering of Large TimeVarying Data Using Videobased Compression

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1. Multi-resolution Volume Rendering of Large Time-Varying Data Using ... Student: Chia-Lin Ko. Advisor: Prof. Jung-Hong Chuang. Prof. Tsai-Pei Wang. 2. Outline ... – PowerPoint PPT presentation

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Title: Multiresolution Volume Rendering of Large TimeVarying Data Using Videobased Compression


1
Multi-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

2
Outline
  • Introduction
  • Related work
  • Pre-processing
  • Run-time rendering
  • Result
  • Conclusion
  • Future work

3
Introduction
  • Volume rendering
  • Static volume v.s. time-varying volume

4
Introduction
  • Texture-based volume rendering
  • Problem large volume data

5
Introduction
  • Motivation
  • Break the hierarchical decompression dependency
    in the conventional hierarchical wavelet
    representation methods
  • Provide interactive playback

6
Introduction
  • 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

7
Related Work
  • Static volume data
  • Multi-resolution Rendering
  • Wavelet tree
  • Time-varying volume data
  • WTSP tree
  • MPEG compression on time-varying data

8
Related 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)
9
Related 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.

10
Related 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)
11
Related WorkWavelet tree
  • Advantage
  • Reduce storage space and the number of disk I/O
  • Disadvantage
  • Decompressing overhead

12
Related 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
13
Related 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.

14
Related 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

15
Pre-processing
16
Basic video compression
17
Pre-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

18
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19
I-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

20
P-frame compression
21
P-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.

22
Run-Time Rendering
  • LOD selection
  • Run-time decompression
  • Rendering of blocks
  • Caching
  • Pre-loading

23
LOD 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

24
Spatial ROI
  • let the regions inside the ROI have the highest
    resolution

25
Temporal ROI
The blocks that are inside the temporal ROI
bounding box will be updated at every frame
26
Run-time decompression
  • I-frame
  • Traverse the wavelet tree and reconstruct data
    blocks

27
Run-time decompression
  • P-frame
  • Decode the difference data and motion vectors to
    recover the data blocks of P-frame.

28
Rendering 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.

29
Rendering of blocks
30
Caching
  • Caching helps us to reuse previously
    reconstructed data blocks
  • save the time for loading and reconstructing
    these data blocks

31
Pre-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.

32
Result
  • 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.

33
Resultdata set
  • The time-varying data sets used in our testing is
    Turbulent Combustion Simulation data set from
    Institute of Ultra-Scale Visualization (IUSV)

34
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35
Resultpre-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.

36
Resultpre-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.

37
ResultRun-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

38
Situation 1
39
Situation 2
40
Result Playback frame rate
41
  • S1

S1
S2
S1
S2
42
S3
S3
43
ResultVideo demo
  • Browsing
  • Interactive playback

44
Conclusion
  • 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.

45
Future work
  • Adjust the spatial and temporal LOD by data
    distortion
  • Adapt the current advanced video compression
    techniques to improve the compression and
    decompression efficiency.

46
Thank You
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