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Compression Domain Volume Rendering

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Compression Domain Volume Rendering Jens Schneider R diger Westermann Technical University Munich – PowerPoint PPT presentation

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Title: Compression Domain Volume Rendering


1
Compression Domain Volume Rendering
  • Jens Schneider
  • Rüdiger Westermann
  • Technical University Munich

2
Motivation
  • Need to deal with data of increasing size
  • Large-scale
  • Multi-dimensional
  • Multi-parameter
  • Increasing problems
  • Compression
  • Representation
  • Rendering
  • We will adress all three problems!

3
Talk Outline
  • The Approach Vector Quantization
  • Contributions
  • Quality and speed
  • Hierachical encoding
  • PCA-Split
  • Progressive encoding of time-resolved data
  • Multi-dimensional data
  • Vectors of arbitrary length
  • Rendering from compressed data
  • GPU-based decoding and rendering
  • Per-fragment evaluation
  • Interactive framerates

4
Talk Outline
  • The Application Volume Rendering
  • Large-scale volumetric data sets
  • Time-varying sequences

1.4 GB / 20 fps
16 MB / 14 fps 0.78 MB / 11 fps
70 MB / 24 fps
5
Vector Quantization
6
Vector Quantization
  • LBG-Algorithm
  • Linde, Buzo and Gray 1980
  • Iterative refinement of a previous Codebook
  • Sensitive to quality of first Codebook
  • Usually computationally expensive
  • Speed-Up possible (and necessary)
  • Partial searches
  • Fast searches
  • Better initial Codebook (i.e. PCA-Splits)
  • LBG-Algorithm can be fast!

7
Vector Quantization
  • The PCA-Split
  • Lensch et.al. 2001 BRDF Compression
  • Covariance analysis to find optimal splitting
    plane
  • Cut a cluster of input vectors in two by this
    plane.
  • Plane is given by centroid of current set and
    largest Eigenvector ( normal) of the
    Auto-Covariance Matrix

8
Vector Quantization
  • LBG as PCA post-processing
  • Increases fidelity
  • Leads to stable Voronoi-Regions
  • Only a few steps are necessary
  • Great speed-up compared to LBG only!
  • A series of LBG steps, codebook from last slide

9
Example
  • Full-color confocal microscopy scan, 5122x32xRGB?

10
Hierarchical Vector Quantization
Laplace Decomposition
11
Hierarchical Vector Quantization

12
Hierarchical Vector Quantization
  • Output
  • One RGB Index-Volume
  • Two Codebooks

RGB Index-Volume ? 3D Texture Codebooks ? 2D
?-Textures
13
Example
  • Visible Human (Male), RGB slice 2048x1216
  • Compression took 10.0 seconds, PSNR 34.72dB

Original (7.1MB)
Compressed (285KB)
14
Timings
  • Reference System P4 2.8GHz, 1GB memory
  • VHP Slice, 2048x1216 RGB 10.0 sec
  • Engine 2562x128 CT-Scan 19.0 sec
  • Skull 2563 CT-Scan 50.6 sec
  • Vortex Sequence, 1283x100 13 (5) min
  • Shockwave Sequence, 2563x89 29 (13) min

15
Rendering
  • GPU-based decoding
  • Indices stored in 3D RGB-texture (3/64th original
    size)
  • Decode index per block ? dependent fetch
  • Decode adress per block ? 43 adress texture

16
Rendering
  • Render 3D index and adress texture
  • Nearest neighbor interpolation for both
  • GL_REPEAT for adress texture
  • Per-fragment decoding
  • Decode detail components and dependent fetch
  • Add the details to average component (Red
    channel)
  • Lookup result in 1D RGB? transfer function
  • Problem
  • Complex fragment shader slows down rendering

17
Rendering
  • Solution Deferred Fragment Processing
  • Avoid decoding in empty regions. Empty means
  • a) ? -Transfer function maps 0 ? 0.
  • Check on CPU
  • Switch between two possible rendering modes
  • b) Average value is 0 (Red channel)
  • Check in a first, simple fragment program
  • Fragments depth value is set accordingly
  • Second pass discard (early Z-Test) or render
    fragment
  • Full decoding only performed in second pass

18
2562x128 Engine CT Scan
  • 19.0 seconds, PSNR 36.17dB (P4 2.8GHz)

Original (8MB) 19 fps
Compressed (402KB) 12 fps
19
2563 Skull CT Scan
  • 50.6 seconds, PSNR 35.35dB (P4 2.8GHz)

Original (16MB) 14 fps
Compressed (780KB) 11 fps
20
Time-resolved Sequences
  • Exploit temporal coherences during compression
  • Group of Frames (GOF)
  • First frame in a GOF
  • PCA-Split followed by LBG-Refinement
  • Other frames
  • LBG-refinement of last Index-Volume and Codebook
  • Result
  • Great speed-up (factor 2 to 3)
  • Very large GOFs possible (64 frames)
  • Virtually same fidelity as frame-by-frame

21
1283x100 Vortex-Simulation
  • 5 minutes, PSNR 34.43dB (P4 2.8 GHz)

Original (200MB) - 28 fps
Compressed (11MB) - 16 fps
22
2563x89 Shockwave-Sequence
  • 13 minutes, PSNR 51.36dB (P4 2.8 GHz)

Original (1.4GB) - 20 fps
Compressed (70MB) - 24 fps
23
Conclusions
  • Compression ratios of approx. 201
  • Interactive rendering possible
  • Easy random access to each frame
  • Wide variety of data sets handled
  • Currently only nearest neighbor interpolation
  • Mainly limited by performance / instruction
    count.
  • Tri-linear interpolation can be done on newer
    GPUs!

24
Online Demo
  • Demo-machine with ATi 9800 Pro
  • kindly provided by ATi

25
Thank You!
  • Questions ?
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