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Smart Hardware-Accelerated Volume Rendering

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Title: Smart Hardware-Accelerated Volume Rendering


1
Smart Hardware-Accelerated Volume Rendering
  • Stefan Roettger
  • Stefan Guthe
  • Daniel Weiskopf

2
Overview
  • Current State of the Art in Direct Volume
    Rendering
  • What can be improved?
  • Segmentation
  • HW Raycasting

3
Direct Volume Rendering
  • 3D Slicing Approach (Akeley)
  • Pre-Integration (Roettger 00, Engel 01)
  • Material Properties (Meissner 02)
  • Hardware-Accelerated Pre-Integration (Roettger
    02, Guthe 02)
  • Volume Clipping (Weiskopf 02)

4
What is missing?
  • From a medical point of view
  • Pre-integration is difficult to apply to
    segmented medical data
  • Pre-integration quality is still not good enough
  • 8 bit frame buffer produces artifacts

5
Pre-Integration
  • Ray integral depends on three variables Sf, Sb,
    and l, where l is assumed to be constant
  • Pre-compute a table for all combinations of Sf
    and Sb and store in 2D dependent texture

6
Volume Clipping
  • Use additional 3D clip volume C(x,y,z)
  • Iso surface defines clip geometry
  • Adjust Sf, Sb, and l according to clip volume
  • for the case Cflt0.5ltCb
  • w Cb -0.5 /Cb -Cf
  • Sf (1-w)SbwSf
  • l lw

C0.5
7
Pre-Integrated Segmentation
  • Segmentation of two materials
  • Define second transfer function
  • In the pixel shader
  • Make a lookup in TF1
  • for the blue area
  • Blend with the lookup in TF2
  • for the grey area

C0.5
8
Quality Comparison
clipped Bonsai
with naive clipping
with correct adjust- ment
9
Supersampling Quality
10
Supersampling Quality
11
Supersampling Quality
12
Supersampling Quality
13
Supersampling Quality
14
Supersampling Quality
15
Drawback of Pre-Integration
  • Linear interpolation assumed in slab
  • But in fact the interpolation is trilinear
  • Inside the slab one may cross a voxel boundary
  • Lighting is also non-linear
  • Conclusion For superior quality one needs at
    least 2-times, better 4-times oversampling

16
Ray Casting
  • Supersampling is slow, but fortunately we do not
    need to supersample everywhere
  • Define importance volume which tells where to
    sample more precisely
  • Depends on 2nd derivative of scalar volume and
    1st derivative of TF
  • Perform adaptive ray casting on the graphics
    hardware

17
Hardware-Accelerated Ray Casting
  • Can be done on the ATI Radeon 9700 with multiple
    floating point render targets
  • Need to process all pixels at once
  • Cannot exploit ray coherence
  • Early ray termination by hierarchical Z-test
  • Adaptive sampling includes space leaping
  • Stop if all pixels are terminated (asynchronous
    occlusion query)

18
Hardware-Accelerated Ray Casting
  • Store ray parameter to determine actual position
  • Complete PS 2.0 code given in the paper

19
Quality Comparison
4-times oversampling 8 bit frame buffer
HW ray casting full floating point RT
20
Performance
  • Same performance as 4 times over-sampling
  • But much better quality (about 2s/frame)

21
ANTSCD Bonsai Examples
Note Raw data of all three Bonsai is available
on my homepage
22
Conclusions
  • With respect to quality HW Raycasting is superior
    to the traditional slicing approach
  • By reducing the number of adaptive samples
    interactive frame rates can be achieved easily
    without compromising quality
  • Now switching to Stefan Guthe who has preparerd
    THE LIVE DEMO

23
Fin
  • Thanks for your attention!
  • For further reading see my home page
  • GoogleBeHappy Stefan Roettger
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