Title: CS690 Vis Papers
1CS690 Vis PapersView Selection for Volume
RenderingA Feature-Driven Approach
toLocating Optimal Viewpoints for Volume
VisualizationImportance-Driven Volume
Rendering
2Vis Paper I
View Selection for Volume Rendering Udeepta
D. Bordoloi, Han-Wei Shen The Ohio State
University
3Vis Paper I
- Problem Find best N viewpoints (polygonal
literature but techniques not suited to volume
rendering) - Assumptions
- Data is centered at the origin
- Camera always looking at origin from a fixed dist
- Absorption/Emission optical model
- Three Viewpoint Characteristics
- View Goodness (more important voxels are highly
visible) - View Likelihood (voxel visibilities similar
within a threshold) - View Stability (max view change within threshold
of camera shift)
4Vis Paper I
- Similarity/Contrast with the next paper
- Both based on entropy function
- Entropy based on voxels rather than weighted
averages of isosurfaces or interval volumes - Other paper claims this is 2D and theirs is 3D
(think about whether or not you agree) - Viewpoint Evaluation
- Volume ray-integration
- Information Theory
5Vis Paper I
- Information Theory
- Random set of J symbols ai with probability pi
- Information of symbol
- Information of sequence
- Entropy, avg information,maximized when ai1/J
6Vis Paper I
- The Math
- Noteworthiness Wi of voxel vi
- Voxel probability fi from frequency of histogram
bin - Visual probability of voxel vi
- Entropy, average information, of view V
7Vis Paper I
8Vis Paper I
- Handling Different Views
- Problem Need visibilities to be same regardless
of viewing angle (from center of voxel) - Ray-casters calculate opacity along the ray
- Texture-based renderers from frame-buffer pixel
locs - Solution GPU acceleration (fragment shader)
- Align obj to axis most perpendicular to viewing
plane - Data stored with floating point p-buffer
- Iteration P/frame clear, camera aligned w/
current slice, previous slice rendered relative
shear, frag combines opacities to
frame-buffer/texture - Entropy equations now calculated
9Vis Paper I
- Best and Worst Views (uniformly sampled sphere)
10Vis Paper I
- Handling Different Views (cont.)
- View (Dis)Similarity
- Kullback-Leibler (KL) Distance (for 2
distributions p and p) - Jansen-Shannon Divergence
- Partition
- Partition view sphere based on view similarity
based on JSD (user interactable)
11Vis Paper I
- Different Views Handled
- View with highest entropy represents a
partition - Problem Partition boundary problem (close
viewpts) - Solve by greedily taking best entropy view until
sufficiently far from other partitions best view
12Vis Paper I
- Handling time-sequences
- Assume Markov Process
- Time-dependent noteworthiness
- Parameter k highlights change
- Visual probability
- Entropy of view V over all time
13Vis Paper I
- Optimizations
- Noteworthiness
- Dont calculate if close to 0 (low opacity)
- View Similarity
- Jansen-Shannon Divergence rewritten in terms of
entropy and use previously calculated terms - Time Dependence
- Dont calculate if change between time is close
to 0
14Vis Paper I
- Results (128 views, 2Ghz P4, 8xAGP GeForce5600)
- Speed 1283 data visibility 128 views 42s (3 fps)
- Tooth data 128x128x80
15Vis Paper I
- Results
- Vortex data 1283x14
16Vis Paper I
17Vis Paper II
A Feature-Driven Approach to Locating Optimal
Viewpoints for Volume Visualization Shigeo
Takahashi, Issei Fujishiro, Yuriko Takeshima,
Tomoyuki Nishita The University of Tokyo
Tohoku University
18Vis Paper II
- Method
- Based on (Shannon) entropy as well, but always
normalize - Max entropy
- Uniformly sample view sphere
- Subdivide icosahedron twice withLoop subdivision
rule - Icosahedron is 20-sided polygon(DD players
companion)
19Vis Paper II
- Nice interface (visual partitions)
20Vis Paper II
- Isosurfaces
- Uniformly sample data range (pick isovalue)
- Multiple (32) isosurfaces per view
- Weight entropy of each isosurface based on the
opacity transfer function of the isovalue - Shortcomings
- Unjustified sampling
- Oblivious connected components bw isovalues
- Neglects thickness of the volume
21Vis Paper II
- Interval Volumes
- Subvolume from integrating a connected component
to an isosurface within some range - Interval Volume Decomposer (IVD) creates
level-set graph from changing number of
isosurface components - Apply same equations forisosurface entropy to
calcinterval volume entropy
22Vis Paper II
- Weighted Unweighted Isosurfaces IVs
23Vis Paper II
- Entropy based on transfer function
24Vis Paper II
- Neighboring Interval Volumes
- Decomposed IV is a link in a level-set graph,
emphasize certain IV combinations - Each IV entropy computed separately so have to
account for overlap
25Vis Paper II
26Vis Paper II
27Vis Paper II
- User Study
- 32 grads in CGVis, 42 viewpts (Users
color-coding)
28 Vis Paper III
Importance-Driven Volume Rendering Ivan
Viola, Armin Kanitsar, Meister Eduard
Groller Institute of Computer Graphics and
Algorithms Vienna University of Technology,
Austria (some pictures excerpted from Violas
PhD Thesis)
29History
- CS594FT book (Computer Vision)
30History
31History
32History
- VOI Visualization Exploded Views
33History
- VOI Visualization Exploded Views
Contextual Zoom Demo
34Vis Paper III
Planar Cut-away
Opacity TF
Multi-Volume Peel
35Vis Paper III
- Motivation
- Larger datasets but relatively small VOI
- Provide focuscontext view of data
- Clinical Use
- Time-consuming to change transfer functions when
view changes to highlight VOI - Assumptions
- Dataset is pre-segmented with importance
dimension assigned to each voxel
36Vis Paper III
- Method (introduce view position to pipeline)
- Use ray-casting for rendering (not real time)
- Object importance constant scalar value
- Importance compositing
- Level of sparseness inverse screen footprint
37Vis Paper III
38Vis Paper III
- Importance Compositing
- Maximum Intensity Projection (MIP)
- Selecting highest intensity value along a ray
(best for sparse/contrasted data) - Max Importance Projection (MImP) (volume
cut-away) - Fully transparent between camera position and
object of highest importance (use object
grayscale instead of binary) - Use general cylinder as clipping object and sweep
across footprint of most important object - Countersink from scaling as gets closer to camera
- Change starting point of rays intersecting the
clipping frustrum
39Vis Paper III
40Vis Paper III
- Importance Compositing
- Average Importance
41Vis Paper III
- Importance Compositing
- Visibility-preserving (MImP)
42Vis Paper III
- Sparseness
- Change saturation to highlight (occlusion problem)
43Vis Paper III
- Sparseness
- Smoothly interpolate RGBA
44Vis Paper III
- Sparseness
- Screen Door Transparency
45Vis Paper III
- Sparseness
- Volume Thinning (reduce to few isosurfaces based
on gradient magnitude and curvature magnitude)
46Vis Paper III
47Vis Paper III
48Vis Paper III
- DEMO VIDEOS
- (http//www.cg.tuwien.ac.at/research/vis/adapt/200
4_idvr/)