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Splatting

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Splatting. Josh Anon. Advanced Graphics 1/29/02. Types of Rendering ... Also use gradient vector for each sample (generated during pre-processing) Calculations ... – PowerPoint PPT presentation

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Title: Splatting


1
Splatting
  • Josh Anon
  • Advanced Graphics 1/29/02

2
Types of Rendering Algorithms
  • Backward mapping
  • Image plane mapped into data
  • Ray casting
  • Forward mapping
  • Map data onto image plane
  • Accumulate image front-back, back-front
  • Image complete when every data point displayed or
    pixel full

3
Backward Mapping Problems
  • Basic parallel solns require volume be duplicated
    at each node
  • Input values often not right on ray, so
    interpolated
  • Requires anti-aliasing to correct for tri-linear
    interpolation

4
Goal of Splatting
  • Avoid artifacts from convential volume rendering
  • Simplify computation
  • Parallelize, lookup tables, etc.
  • Be fast!

5
Enter Forward Mapping Algo
  • Treat each data point in isolation so avoid
    replicating volume
  • Since working in 2D with a footprint function,
    dont have to interpolate
  • Footprint area of pixels a voxel affects
  • Uses tables as often as possible

6
Basic Algorithm
  • Input mapped to screen space
  • Density, gradient strength/direction, and screen
    coordinates
  • Packet then shaded
  • Splatted
  • Composited

7
Screen mapping
  • DDA

Dx Dy Dz
dx/di dx/dj dx/dk dy/di dy/dj dy/dk dz/di dz/dj d
z/dk
Di Dj Dk

8
Shading
  • 4 tables
  • Emitted color
  • Reflected color
  • Opacity
  • Table to modulate opacity
  • Also use gradient vector for each sample
    (generated during pre-processing)

9
Calculations
  • Iemit Tableemitindexemit
  • Idiff Tablereflindexrefl dot(l, g)
  • Ispec Tablereflindexrefl dot(h, g)n
  • L light vector, g gradient, h vector half-way
    between eye and light, n specular power
  • Ifin Iemit Idiff Ispec

10
Opacity
  • Afin Tableopacindexopac Tablemodindexmod
  • Colors in table are opaque color, so color
    attenuated by opacity during combining phase

11
Reconstruction
  • Backward mapping associates pixel w/ n samples
  • Forward mapping associates a sample w/ n pixels
  • Reconstruct image-space voxels by using a filter

12
Reconstruction
  • Vol reconstruction eqn
  • i ranges over input samples in kernel centered _at_
    (x,y,z)
  • Effect _at_ point(x,y,z) from sample i is

13
Combining Samples
  • Old integrate brightness along view direction
  • New footprint function that lets you compute the
    weight of a pixel affected by a sample

14
Using Tables
  • Footprint independent spatial position, so store
    in a table
  • When rendering, multiple RGBA by table value and
    add to buffer
  • Splatting process of table lookup, weighting,
    and combining

15
Sample front-back traversal
  • Io Ic ((1-Ac) (InAn))
  • Ao Ac ((1-Ac) An)
  • I intensity, A opacity, o output, c whats in
    image buffer, n point

16
Results
  • 96x128x113 CT scan rendered at full res in lt 3
    minutes (low-res at 3 seconds)
  • (Except for a Sun-3/60M w/ 8MB memory)
  • Certainly faster on todays machines, esp if
    using hardware

17
Time to draw in sec (clockwise, upper left)
3,9,65,165
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