Interactive Pointbased Isosurface Exploration and Highquality Rendering - PowerPoint PPT Presentation

About This Presentation
Title:

Interactive Pointbased Isosurface Exploration and Highquality Rendering

Description:

Interactive Pointbased Isosurface Exploration and Highquality Rendering – PowerPoint PPT presentation

Number of Views:38
Avg rating:3.0/5.0
Slides: 30
Provided by: visCom2
Learn more at: http://vis.computer.org
Category:

less

Transcript and Presenter's Notes

Title: Interactive Pointbased Isosurface Exploration and Highquality Rendering


1
Interactive Point-based Isosurface Exploration
and High-quality Rendering
V I S
2 0 0 6
  • Haitao Zhang Arie Kaufman
  • Stony Brook University

2
Isosurface Exploration
  • Isosurface extraction
  • Isosurface rendering
  • Interactive rate
  • Changing view
  • Change isovalue
  • High quality rendering

3
Existing Methods
  • Marching Cubes Lorensen Cline 87
  • Huge number of triangles within 1-pixel size
  • Point-based methods
  • Projection-based method Co et al. 03,04
  • Accurate point position with expensive
    projection operator
  • Active cell center Rymon-Lipinski et al. 04
  • Fast but inaccurate point position
  • Dividing Cubes Cline et al. 88
  • High-quality but very expensive O(n3)

4
Our Point-based Methods
  • Active edge instead of active cell
  • Easier to position points on the isosurface
  • Incorporate together isosurface extraction
    rendering
  • No overhead when changing isovalue
  • Edge splatting
  • Efficient with accurate point position
  • Edge kernel method
  • View-dependent subdivision O(n2)

5
Edge Splatting
  • Send active edge info to GPU
  • Use span-triangle for active edge query
  • Rymon-Lipinski et al. 04
  • Generate point along active edge
  • Intersection between active edge and isosurface
  • Surface splatting for rendering
  • Efficient rendering

6
Edge Data Structure
  • Span-triangle data structure for active edge
    query
  • Sort by min and max value (minltmax)
  • Linear storage of edge info

Base Array Span Array
Edge Info Array
...
7
Point Generation
  • Edge information
  • Position endpoint with min value
  • Orientation 6 possible directions
  • Normal gradient at edge center
  • Values min max value

Edge-Isosurface Intersection Computation
8
Use center of active cell 26,044 active cell
Edge splatting 26,042 active edge
9
Use center of active cell 368,296 active cell
Edge splatting 370,122 active edge
10
Artifacts in Close View
  • Fixed number of point (active edge) for a
    given isovale.

11
Edge Kernel Method
  • Subdividing active cell
  • sub-cell projection lt 1 pixel

12
Edge Kernel Method
  • Subdividing active cell
  • sub-cell projection lt 1 pixel

13
Edge Kernel Method
  • Subdividing active cell
  • sub-cell projection lt 1 pixel

14
Edge Kernel Method
  • Subdividing into k3 sub-cells
  • At most one intersection for k sub-edges on same
    line along X, Y or Z direction

k sub-edges
1 edge
k3 edges ? 3k2 edges
15
Edge Kernel
  • Edge kernel E(k) 3k2 edges ltc, s, tgt
  • c orientation (X-, Y-, or Z-oriented)
  • (s,t) local coordinate of edge endpoint

Edgelt 0, 2/3, 1/3 gt Intersection
16
Edge Kernel Encoding Rendering
  • E(k) 3k2 edges ltc, s, tgt ? ltc, sk, tkgt
  • lt 0, 2/3, 1/3 gt ? lt0, 2, 1gt
  • E1 E2 E3 E4 E5
  • Store one kernel with largest possible size in
    VBO E(1000) with 6MB data
  • Rendering
  • CPU select kernel size k for each active cell
  • GPU render first 3k2 points of the stored edge
    kernel with 1-pixel size

17
Inside an Active Cell
Edge splatting Marching Cubes Edge kernel
18
Two Neighboring Active Cells
  • Marching Cubes Edge kernel

19
Smooth Shading
  • Per-pixel shading Hadwiger et al. 05
  • Render point position to texture
  • Shading from volume gradient map

20
Results
  • 3.59GHz PC with NVIDIA Quadro FX 4500 card

21
Rendering of Edge Splatting
Isovalue1405 (15.2 fps) 426,749 active
edges 422,244 active cells
Isovalue840 (19.1 fps) 388,754 active
edges 385,470 active cells
22
Rendering of Foot (isovalue36)
Edge Kernel 5.2 fps
Edge Splatting 19.1 fps
23
Rendering of Foot (isovalue70)
Edge Splatting 96 fps
Edge Kernel 3.1 fps
24
Head MRT Angiography
Edge Kernel 0.8 fps
Edge Splatting 47.5 fps
25
Head MRT Angiography
Edge Splatting 123 fps
Edge Kernel 3.1 fps
26
Head MRT Angiography
Edge Splatting 86.5 fps
Edge Kernel 4.2 fps
27
Conclusion
  • Interactive isosurface exploration system with
    high quality rendering
  • Edge splatting
  • Accurate point position
  • Integrating point generation in rendering
  • Edge kernel method
  • High quality rendering under close view
  • 3D subdivision with complexity O(n2)

28
Future Work
  • Very large volume data
  • Design hierarchical data structure
  • Improve edge kernel method speed
  • GPU implementation using Geometry Shader
  • Deal with volume with anisotropic grid

29
  • Thank you!
Write a Comment
User Comments (0)
About PowerShow.com