Interactive Rendering of Large Volume DataSets (IEEE Viz 2002) - PowerPoint PPT Presentation

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Interactive Rendering of Large Volume DataSets (IEEE Viz 2002)

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Interactive Rendering of Large ... Data is stored using multires octree ... A projective classification eliminates rendering voxels not in the view frustum ... – PowerPoint PPT presentation

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Title: Interactive Rendering of Large Volume DataSets (IEEE Viz 2002)


1
Interactive Rendering of Large Volume DataSets
(IEEE Viz 2002)
Stefan Guthe,WSI/GRIS, University of Tubingen
2
Summary
  • Data is stored using multires octree
  • Wavelet compression wavelet coefficients are
    further compressed
  • At render time, the data is decompressed on the
    fly and rendered using 3D texture hardware
  • Rendering is done according to view dependent
    priority
  • Good frame rates but final image size is low
    (256 256)

3
Wavelet compression
  • The compression involves 2 steps wavelet
    representation of data and huffman, run-length or
    arithmetic encoding to further reduce space for
    wavelet coefficients
  • Compression ratio of huffman encoding (used in
    the implementation) is 341 for lossless
    compression

4
Projective classification and rendering
  • A projective classification eliminates rendering
    voxels not in the view frustum
  • View dependent priority is assigned to nodes
    depending on their voxel depths
  • The number of voxels that can be displayed is
    preset (depending on texture memory)
  • A priority queue is used to insert node by node
    of the octree, the closer voxel nodes having
    higher priority

5
Rendering with priority
  • The node with higher priority in the queue is
    fetched
  • Its high frequency wavelet coefficients are
    decompressed and the child is inserted in the
    queue
  • This process halts when the number of voxels
    exceed the preset limit

6
Trilinear interpolation and block size effects
  • The volume is decomposed hierarchically into k3
    (usually k16) blocks, which are rendered as 3D
    textures using hardware
  • Block size must be a power of 2, because of
    OpenGL texture restrictions
  • The target image is 256256 pixels For all
    256256 possible values of entry and exit, volume
    integrals are pre-computed
  • Tri-linear interpolation done by texture hardware
    might need multiple blocks in the octree
    therefore neighboring blocks in the octree might
    have to be coalesced
  • A greater block size (k 32) reduces this
    overhead

7
Caching
  • Caching of decompressed data is required for
    interactive frame rates. Unaddressed issues
    Interpolating between multiple resolutions,

8
Results
  • Visible human dataset
  • 2048 X 1216 X 1877 X 12 bit (6.4 G)
  • Final image size rendered is 256 X 256
  • Frame rate vs compression ration vs PSNR
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