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Interactive Volume Isosurface Rendering Using BT Volumes

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Title: Interactive Volume Isosurface Rendering Using BT Volumes


1
Interactive Volume Isosurface Rendering Using BT
Volumes
  • John Kloetzli
  • Marc Olano
  • Penny Rheingans
  • UMBC

2
Overview
  • Introduction and Previous Work
  • Background
  • Volume Reconstruction
  • Bezier Tetrahedra
  • BT Volumes
  • Definition
  • Function Fitting
  • Reconstruction
  • Rendering
  • Results and Conclusions

3
Introduction
  • Isosurface rendering is important in many
    applications
  • Medical visualization
  • Chemistry
  • Marching Cubes is the most popular interactive
    technique
  • Very fast, BUT
  • Low quality reconstruction

Marching Cubes rendering
4
Introduction (cont)
  • BT Volumes can do better than MC
  • Interactive frame rates
  • Isosurface level changed on the fly
  • High-quality reconstruction
  • Many filters possible

BT Volume rendering
5
Previous Work
  • Lorensen et al. Marching cubes A
    High-Resolution 3D Surface Construction
    Algorithm 1987. SIGGRAPH 87
  • Marschner and Lobb. An evaluation of
    Reconstruction Filters for Volume Rendering
    1994. Vis 94 Proceedings of the conference on
    Visualization 94
  • Parker et al. Interactive Ray Tracing for Volume
    Visualization 1999. IEEE Transactions on
    Visualization and Computer Graphics
  • Rossl et al. Visualization of Volume Data with
    Quadratic Super Splines 2003. VIS. 03
    Proceedings of the 14th IEEE Visualization

6
Overview
  • Introduction and Previous Work
  • Background
  • Volume Reconstruction
  • Bezier Tetrahedra
  • BT Volumes
  • Definition
  • Function Fitting
  • Reconstruction
  • Rendering
  • Results and Conclusions

7
Background
  • Discrete Convolution is the mathematical tool
    used to reconstruct a continuous function from a
    discrete sampling
  • The Filter Kernel is a function used to
    combine sample points from a scalar volume

8
Bezier Tetrahedra
  • Cubic Bezier Tetrahedra are a family of Bezier
    solids defined by a tetrahedron T and a set of 20
    weights
  • BT can be rendered quickly using graphics hardware

Loop and Blinn, Real-Time GPU Rendering of
Piecewise Algebraic Surfaces (Siggraph
Proceedings, Boston, 2006)
9
Overview
  • Introduction and Previous Work
  • Background
  • Volume Reconstruction
  • Bezier Tetrahedra
  • BT Volumes
  • Definition
  • Function Fitting
  • Reconstruction
  • Rendering
  • Results and Conclusions

10
BT Volumes - Overview
  • We introduce the BT Volume
  • Piecewise-defined continuous 3D function
  • Tetrahedral grid of Bezier Tetrahedra
  • BT Volumes allow
  • Direct volume fitting
  • Exact filtering with approximated filters
  • Interactive rendering of isosurfaces

11
BT Volumes - Definition
  • In order to define a BT Volume we need to create
    a tetrahedral partition
  • We use a special mapping to define how
    each voxel divides into tetrahedra
  • must be applied in exactly the same way to
    each voxel
  • The result is a shift invariant partition of 3D
    space
  • We can create a continuous function by
    associating BT weights with each tetrahedron

12
BT Volumes - Fitting
  • We can construct BT Volumes by approximating
    existing 3D functions
  • We used simple least-squares method

We used the a 6-tetrahedron function for our
work
13
BT Volumes - Reconstruction
  • We could use direct fitting on a large volume,
    but it is impractical
  • A better technique is to fit a reconstruction
    filter as a BT Volume
  • The filter will be much smaller than the volume
  • Convolution of a BT Volume with a discrete scalar
    volume will produce another BT Volume
  • The resulting BT Volume will retain the
    characteristics of the reconstruction filter

14
BT Volumes - Reconstruction
  • This works because the function enforces that
    all BT in the same relative position will line up
    correctly
  • Convolution will be the summation of scaled BT

15
BT Volumes - Reconstruction
Why does this work? Consider volume
reconstruction within an arbitrary tetrahedron, T
New weight term
Only this will depend on (a,b,c)
16
BT Volumes - Rendering
  • We can render the BT Volume interactively using
    the method devised by Loop and Blinn
  • Generate the BT Volume
  • Store each Bezier Tetrahedron as a single vertex
  • Geometry shader creates screen-space triangles
  • Pixel shader solves for particular isosurface

17
Overview
  • Introduction and Previous Work
  • Background
  • Volume Reconstruction
  • Bezier Tetrahedra
  • BT Volumes
  • Definition
  • Function Fitting
  • Reconstruction
  • Rendering
  • Results and Conclusions

18
Results
Molecule (643)
Bucky ball (323)
Engine (1283)
19
Results
  • We are able to render BT Volumes up to 643
    interactively
  • BT Volumes do require a lot of space

NVIDIA 8800 GTS
20
Results
  • Video

21
Conclusions
  • We have presented BT Volumes as a volume
    representation format capable of
  • Direct function fitting
  • Convolution filtering
  • Interactive rendering
  • Future work
  • Examination of more expressive functions
  • Analysis of filter approximations
  • Compression/storage methods

22
Questions?
  • Acknowledgements
  • The Volume Library provided volume data sets
    (www9.informatik.uni-erlangen.de/External/vollib/
    )
  • Dr. Alark Joshi and Jesus Caban for their support
  • The entire VANGOGH lab at UMBC for their help
  • This work was funded in part by NSF grant 0121288

23
Bezier Tetrahedra (cont)
  • Cubic Bezier Tetrahedra are a family of Bezier
    solids defined by a tetrahedron and a set of 20
    weights

Let be the positions of the vertices
of the tetrahedron and be the
weights. Then we can transform a point in
Euclidian space into barycentric space by
and the Bezier Tetrahedron is defined as
Loop and Blinn, Real-Time GPU Rendering of
Piecewise Algebraic Surfaces (Siggraph
Proceedings, Boston, 2006)
24
BT Volumes - Rendering
  • We can exploit properties of the volume and BT to
    get early-out tests for the pixel shader
  • Store the minimum and maximum BT weight values
    for the filter with each tetrahedron
  • If the current isosurface level is not within
    that range, we dont have to proceed any further
    for that tetrahedron
  • Space requirements 2 floating point values per
    tetrahedra
  • Speedup Variable. If the volume has empty
    space, this will speed rendering up considerably

25
BT Volumes - Rendering
  • Changing isosurface level
  • How can we render any isosuface level?
  • We want a space where the polynomial has a
    constant term which can absorb the constant
  • Euclidian space works for this purpose

Proof Lets take the inverse transform so
becomes and therefore when we have a
constant term which can combine with c
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