A Two-Step Approach for Interactive Pre-Integrated Volume Rendering of Unstructured Grids - PowerPoint PPT Presentation

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A Two-Step Approach for Interactive Pre-Integrated Volume Rendering of Unstructured Grids

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A Two-Step Approach for Interactive Pre-Integrated Volume Rendering of Unstructured Grids Stefan Roettger and Thomas Ertl VIS Group University of Stuttgart – PowerPoint PPT presentation

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Title: A Two-Step Approach for Interactive Pre-Integrated Volume Rendering of Unstructured Grids


1
A Two-Step Approach forInteractive
Pre-Integrated Volume Renderingof Unstructured
Grids
  • Stefan Roettger and Thomas Ertl
  • VIS Group
  • University of Stuttgart

2
Outline of the Talk
  • Introduction to Unstructured Volume Rendering
  • Previous 3D Texturing Approach
  • Drawbacks
  • First Step Hardware-Accelerated Pre-Integration
  • Second Step 2D Ray Integral Reparametrization
  • Results for each step
  • Conclusion

3
Unstructured Volume Rendering
  • Given an irregular data set that consists of
    volumetric cells (typically from FEM simulation)
  • How can the volume be displayed accurately?
  • Numerous approaches
  • Ray casting
  • Ray tracing
  • Sweep plane algorithms (e.g. ZSWEEP)
  • PT algorithm of Shirley and Tuchman

4
PT algorithm of Shirley and Tuchman
  • Decompose each cell into tetrahedra
  • Sort the tetrahedra in a back to front fashion
  • Project each tetrahedron and render its
    decomposition into 3 or 4 triangles

Two different non-degenerate classes of the
projected tetrahedra
5
Volume Density Optical Model
  • For the Volume Density Optical Model of Williams
    et al. the emission and absorption along a light
    ray is defined by the transfer functions
    k(f(x,y,z)) and r(f(x,y,z)) with f(x,y,z) being
    the scalar function
  • Usually the transfer functions are given as a
    linear or piecewise linear function, or as a
    lookup table

6
Composing of the Tetrahedra
  • For each rendered pixel the ray integral of the
    corresponding ray segment has to be computed
  • Observation The ray integral depends only on Sf,
    Sb, and l for the Volume Density Optical Model of
    Williams et al.

7
3D Texturing Approach
  • Compute the three-dimensional ray integral by
    numerical integration and store the integrated
    chromaticity and opacity in a 3D texture
  • Assign appropriate texture coords (Sf,Sb,l) to
    the projected vertices of each tetrahedron

8
Pros / Cons
  • Pros
  • Object order method
  • Hardware-accelerated approach
  • Per-pixel exact rendering
  • Cons
  • 3D textures not available everywhere
  • 3D textures are SLOW
  • Numerical integration can take several minutes ?
    interactive updates not possible yet

9
First Step
  • Goal Accelerate pre-integration of the ray
    integral with graphics hardware!

10
Setup of 3D Texture
  • Numerical Pre-Integration

iterate over l iterate over Sb iterate
over Sf chromaticity C00
transparency T01 iterate over steps
(i0...n-1) S(1-i/(n-1))Sbi/(n-1)Sf
compute emissionk(S)l/(n-1)
compute absorptionexp(-r(S)l/(n-1))
Ci1Ciabsorptionemission
Ti1Tiabsorption
Tex3D(Sf,Sb,l)(Cn-1,1-Tn-1)
11
Hardware-Accelerated Pre-Integration
  • Hardware-Accelerated Pre-Integration means that
    the numerical pre-integration is accelerated by
    the graphics hardware
  • Compute one slice of the 3D texture for lconst
    in parallel using the graphics hardware
  • Store transfer function in 1D texture with
    Tex1D(s)(k(s)l/(n-1),exp(-r(s)l/(n-1)))
  • Render n slices into frame buffer with the
    following setup for the 1D texture coordinate s

12
Hardware-Accelerated Pre-Integration
  • Setup for the 1D texture coordinate s

13
Hardware-Accelerated Pre-Integration
  • Speed Results on an SGI Octane MXI with 250 MHz
    MIPS R10k processor

14
Hardware-Accelerated Pre-Integration
  • Quantization artifacts due to 12/8 bits of
    accuray

15
Second Step
  • Goal Replace 3D with 2D texturing approach
  • 2D-Reparametrization of the Ray Integral means
    that in cylinder coordinates the
    three-dimensional ray integral reduces to a
    two-dimensional ray integral for each
    tetrahedron.
  • Claim All the rasterized pixels of a tetrahedron
    lie on a plane in texture coordinate space

16
2D-Reparametrization of the Ray Integral
  • Proof The texture coordinates of the thick
    vertex are (Sf,Sb,l) but for a silhouette vertex
    the texture coordinates are just (Sb,Sb,0).

17
2D-Reparametrization of the Ray Integral
  • The front diagonal is the cylinder axis and the
    thick vertex defines the rotational parameter a.

18
2D-Reparametrization of the Ray Integral
  • The 3D texture is resampled by a set of planes
    with different a
  • To yield uniform slices each plane is projected
    onto the nearest base plane with a0,90, or 180
  • Then the ray integral can be reconstructed for
    each tetrahedron from the corresponding two
    planes with the nearest a using two-pass
    multi-texturing

19
2D-Reparametrization of the Ray Integral
  • The resampling of the 3D texture is performed
    with the following mapping

20
2D-Reparametrization of the Ray Integral
  • For each tetrahedron the 3D texture coordinates
    of the thick vertex are transformed as follows
  • For a silhouette vertex this reduces to (a,0,Sb)

21
2D-Reparametrization of the Ray Integral
  • Example

Transfer function
8 slices of a 643 3D texture
Corresponding polarized textures
22
2D-Reparametrization of the Ray Integral
  • Spherical distance volume rendered with the
    previous 2D texture map and a bonsai tree

23
2D-Reparametrization of the Ray Integral
  • Performance comparison between 3D and 2D texture
    mapping

24
Conclusion
  • Pre-Integrated Unstructured Volume Rendering
    improved for practical application
  • Update rate of the transfer function was
    increased by almost a factor of hundred ?
    comfortable exploration of unstructured data sets
    by changing the transfer functions interactively
  • 2D texture mapping approach allows faster
    rasterization and application on a broader range
    of graphics accelerators (e.g. on this iBook)

25
Thank You!!!
  • Questions?
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