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Volume Rendering

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Some data is more naturally modeled as a volume, not a surface ... closeup of a splat. 15. Computer Graphics 15-462. Other Techniques. Shear-Warp (Lacroute and Levoy) ... – PowerPoint PPT presentation

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Title: Volume Rendering


1
Volume Rendering
Volume Modeling Volume Rendering
20 Apr. 2000
2
Volume Modeling Rendering
  • Some data is more naturally modeled as a volume,
    not a surface
  • You could always convert the volume to a surface,
    but thats not always best
  • Volume rendering render the volume directly

Ray-traced isosurface f(x,y,z)c
Same data, rendered as a volume
3
Why Bother with Volume Rendering?
  • Isnt surface modeling rendering easier?
  • Show all your data
  • more informative
  • less misleading (the isosurface of noisy data is
    unpredictable)
  • Constructive Solid Geometry (CSG) is natural
  • Simpler and more efficient than converting a very
    complex data volume (like the inside of someones
    head) to polygons and then rendering them

4
Contrasts
  • Surface Rendering
  • Surface rendering is the "usual" type of
    rendering.
  • Data is converted to geometrical primitives (e.g.
    triangles), which are then drawn.
  • Everything you see is a 2D surface, embedded in a
    3D space.
  • The conversion to geometrical primitives may lose
    or disguise some data.
  • Good for opaque objects, objects with smooth
    surface.
  • Volume Rendering
  • Data consists of one or more (supposedly
    continuous) fields in 3D.
  • A Transfer Function maps the data into a volume
    of RGBA values.
  • This volume is rendered directly, like a blob of
    colored jello.
  • Data is seen more directly less likely to be
    hidden.
  • Works well for complex surfaces.

5
Applications
  • medical
  • Computed Tomography (CT)
  • Magnetic Resonance Imaging (MRI)
  • Ultrasound
  • engineering science
  • Computational Fluid Dynamics (CFD) aerodynamic
    simulations
  • meteorology weather prediction
  • astrophysics simulate galaxies
  • Computer Graphics
  • Participating media
  • Texels

6
Brief History of Volume Visualization
  • 1970s modeling rendering with 3-D grids and
    octrees
  • 1984 ray casting volume models
  • 1986 3-D scan conversion of lines, polygons into
    3-D grid
  • 1987 marching cubes algorithm (convert volume
    model to surface model)
  • 1988 direct volume rendering with painters
    algorithm
  • 1989 splatting
  • 1990s volume rendering hardware

7
Volume Rendering Pipeline
  • Data volumes come in all types tissue density
    (CT), relaxation time of certain molecules (MRI),
    windspeed, pressure, temperature, value of
    implicit function.
  • Data volumes are used as input to a transfer
    function, which produces a sample volume of
    colors and opacities as output.
  • Typical might be a 256x256x64 CT scan
  • That volume is rendered to produce a final image.

transfer function
sample volume
rendering
final image
data volumes
8
Transfer Functions
  • The transfer function takes (multiple) scalar
    data values as input, and outputs RGBA
  • It gets applied to every voxel in the volume
    model
  • It can be very simple (a color lookup table) or
    very complicated (implementing CSG, voxel
    texturing, etc.)

9
Rendering
  • Usually one just integrates color through the
    volume (ray casting)
  • Recursive ray tracing is also possible
  • But it gets confusing pretty quickly (shadows,
    filtered light, reflections, etc)
  • For lighting we need surfaces!
  • We can use the magnitude of the local gradient to
    check for surfaces (for example, bone is denser
    than fat on CT scans)
  • And we can use the (negative of the) gradient
    direction as a lighting normal!
  • Some, all, or none of the voxels will have
    surface lighting.
  • And we need material properties!
  • Either assume all the data is one material type,
  • Or use a separate set of segmentation data to
    identify voxel materials.

10
Some Details
  • Regular x-y-z data grids are easiest and fastest
    to handle, but algorithms exist for handling
    irregular grids like finite element models, where
    the voxels (volume elements) are not all
    parallelepipeds.
  • Resample it
  • or just deal with it
  • Finite element data, ultrasound data
  • Geometrical primitives can be handled by
    "rasterizing" them into data grids.

This model was rasterized and rendered with
VolVis
11
Accumulating Opacity
  • By convention, opacity (alpha) ranges from 0.0 to
    1.0, 1.0 being completely opaque.
  • Multiple layers of material are composited
    according to their opacity.
  • An ideal, continuous material takes the limit of
    this process as it goes to an infinite number of
    infinitely thin layers (exponentials).
  • The local gradient of opacity can be used to
    detect surfaces, and as the normal for the
    lighting equation.

12
Ray Casting Volumes
  • Just integrate color and opacity along the ray
  • Simplest scheme just takes equal steps along ray,
    sampling opacity and color
  • Grids make it easiest to find the next cell
  • Its simple to include volumes as primitives in a
    ray tracer
  • clouds, fog, smoke, fire done this way

13
Trilinear Interpolation
  • How do you compute RGBA values which are not at
    sample points?
  • Nearest neighbor (point sampling) yields blocky
    images
  • Trilinear interpolation is better, but slower
  • Just like texture mapping
  • You can even mipmap in 3D

Nearest Neighbor
Trilinear Interpolation
14
Splatting
  • Wonderfully simple
  • Working back-to-front (or front-to-back), draw a
    splat for each chunk of data
  • Easy to implement, but not as accurate as ray
    casting
  • works reasonably for non-gridded data

closeup of a splat
15
Other Techniques
  • Shear-Warp (Lacroute and Levoy)
  • requires a grid
  • sort of like Bresenham for volumes
  • very fast with no hardware acceleration, but
    implementation is tricky
  • Polygons 3D texture
  • Build a 3D texture, including opacity
  • Draw a stack of polygons from back to front, with
    that texture
  • Very efficient on machines with hardware
    acceleration that supports opacity

3D RGBA Texture
Viewpoint
Draw polygons back to front
16
CSG is Easy
  • The transfer function can be used to mask a
    volume or merge volumes
  • You are still confined to the grid, of course

not
and
or
17
Another CSG example
(VolVis again)
18
Acceleration Techniques
  • Limit yourself to what you can do in cache...
  • and do multiple blocks if necessary
  • Octrees
  • Quit integration early- that last bit is slowest
  • Error measures
  • Parallelism

19
Pictures
colliding galaxies
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