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Volume Visualization Visualization II MSIM 842, CS 795/895

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Volume Visualization Visualization II MSIM 842, CS 795/895 Instructor: Jessica Crouch – PowerPoint PPT presentation

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Title: Volume Visualization Visualization II MSIM 842, CS 795/895


1
Volume VisualizationVisualization IIMSIM 842,
CS 795/895
  • Instructor
  • Jessica Crouch

2
Volume Viz Problem
  • Data points fill a 3D volume
  • You can only display one 2D image at a time
  • Naïve rendering of a volume will just let you see
    the surface
  • How can you visualize the volume data in a way
    that lets you understand the internal structure
    of the data?

3
Structured vs. Scattered Data
  • The best approach will depend on the
    characteristics of the data
  • Data points arranged in rows, columns, and layers
    (3D image) can be referred to as voxels
    (volumetric-pixels)
  • Data points that follow a non-gridded pattern are
    called scattered

Wikipedia image
4
Volume Viz Data Dimensionality
  • Each data point has
  • 3D coordinates (x,y,z), specifying a position in
    the volume
  • and one of the following
  • Scalar a single number, 0D data
  • Vector a list of numbers, 1D data
  • Tensor a matrix or ND array of numbers, for Ngt1

5
Data examples
  • Scalar Data
  • CT Scan ? x-ray opacity for each voxel
  • PET Scan ? positron radiation for each voxel
  • Atmospheric simulation (or measurement) ?
    pollutant concentration
  • Ocean temperature distribution
  • Vector Data
  • Velocity vectors at each voxel
  • Fluid flow (river water, arterial blood, etc.)
  • Displacement vectors at each voxel
  • Provides mapping between different deformed
    configurations of the same object
  • Tensor data
  • Higher dimensional data is more complicated
  • Stress and strain matrices
  • Gradients of 3D functions

6
Simplest Case
  • Lets consider continuous, scalar, voxel data
  • Geometrically regular arrangement (3D grid)
  • Just 1 data value per voxel
  • Think of CT data (3D x-ray)
  • What would you be interested in seeing?
  • How would you construct a visualization?

7

Scalar Voxel Viz.
  • Simplest possible visualization is to just look
    at the slices
  • Use color mapping (or grayscale mapping) to see
    slice values
  • Slices can be useful
  • We can do more interesting things

8
Scalar Voxel Viz.
  • Bone voxels will be bright (have large values),
    other voxels will be dark
  • How could you visualize the surface of the bones?
  • Several alternatives exist, including
  • 1. Render an isosurface Use Marching Cubes
    Algorithm
  • 2. Ray Casting Integrate scalar variable along
    the view direction
  • 3. Splatting

9
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10
Isosurfaces from 3D
  • How to construct a polygonal surface from a 3D
    dataset?
  • Find points on the isosurface of a scalar
    variable
  • 3D analog of 2D contour maps
  • You pick a meaningful threshold value
  • Voxels with data values below the threshold sit
    on one side of the isosurface, voxel with data
    values above the threshold sit on the other
  • Simplifying assumption is that threshold value
    0
  • To force this, just subtract the desired
    threshold value from all data points
  • Tessellate points on the isosurface to create a
    polygonal representation of the surface
  • The Marching Cubes algorithm does this
  • This is one of the famous, older (gt20 yrs) viz.
    algorithms
  • Render the tessellated isosurface using normal 3D
    graphics methods

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12
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14
Isosurfaces Opacity
15
The Visible Man Image Data
16
Visible Man Isosurfaces
17
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18
Marching Cubes Considered
  • How effective is the visualization perceptually?
  • What can you see?
  • What cant you see?
  • How is this in terms of efficiency?
  • Phase I
  • Phase II
  • Rendering
  • Compare other approaches

19
Ray Casting Volume Data
20
Review Ordinary Ray Casting
  • How does it work?

21
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22
Ray Casting with a Voxel
23
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24
Ray Casting for Approximation of Light Integral
25
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26
Examples
27
Ray Casting Considered
  • How effective?
  • How are the images different from those produced
    by Marching Cubes?
  • How efficient?
  • Another alternative

28
Volume Splatting
  • Ray casting is an image space method
  • Ray are generated per pixel, and travel out into
    the volume
  • Volume splatting is an object space method
  • Data points in the volume are mapped (splatted)
    onto the image plane

29
Splatting A Feed Forward Process
Feed forward Splatting
Splat!
30
Splatting (feed-forward)
?
31
Fill the holes
We need to fill the pixel values between the
volume projection samples
?
32
3D Kernel for Splatting
Need to know the 3D extent of each voxel, and
Then project the extent to the image plane
This is called footprint
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34
Visibility
  • How does occlusion work?
  • Splatting uses back to front compositing
  • Samples in front are added on top of and
    partially obscure previously splatted (further
    back) samples

35
Gaussian kernel
  • A popular kernel is the Gaussian function (think
    bell curve)
  • Sigma controls the width
  • Gaussians have circular splat footprints

36
Ray Casting vs. Splatting
  • What are the differences in the images produced?
  • Think about aliasing
  • Efficiency considerations?
  • In what order are the voxel data points accessed?
  • For ray casting?
  • For splatting?

37
Summary of Techniques
  • Marching cubes
  • Construct polygonal isosurfaces
  • Render with regular graphics pipeline
  • Ray casting
  • Image space algorithm
  • Shoot rays from image into volume, integrate
    color opacity along each ray
  • Volume splatting
  • Object space algorithm
  • Project each voxel onto the image plane
  • These are good ways of looking directly at the
    recorded data. What could you do to focus
    attention on significant features in the data?

38
Feature Extraction
  • What is a significant feature?
  • Answer is application dependent
  • Often, regions with a high gradient are
    significant
  • What is the gradient of a voxel volume?
  • Look at the gradient of a 2D image

39
10 50 250 100 10
10 50 250 100 10
250 250 250 250 250
100 100 250 100 100
10 10 250 10 10
25 120 25 -120 -50
25 120 25 -120 -50
125 0 0 0 -125
50 75 0 -75 -50
5 120 0 -120 -5
-.5 0 .5
-.5 0 .5
-.5 0 .5
Derivative in X direction
40
10 50 250 100 10
10 50 250 100 10
250 250 250 250 250
100 100 250 100 100
10 10 250 10 10
-5 -25 -125 -50 -5
-120 -100 0 -75 -120
-45 -25 0 0 -45
120 120 0 120 120
50 50 125 50 50
.5 .5 .5
0 0 0
-.5 -.5 -.5
Derivative in Y direction
41
Gradient Direction Vectors
dI/dx
dI/dy
25 120 25 -120 -50
25 120 25 -120 -50
125 0 0 0 -125
50 75 0 -75 -50
5 120 0 -120 -5
-5 -25 -125 -50 -5
-120 -100 0 -75 -120
-45 -25 0 0 -45
120 120 0 120 120
50 50 125 50 50
42
Volume gradient
  • Is a 3x1 vector
  • dI/dx dI/dy dI/dz
  • Vector points uphill in direction of increasing
    data value
  • Vector length (magnitude) indicates how quickly
    data values in the neighborhood are changing

43
Gradient Magnitude
  • Given scalar data, the gradient magnitude can be
    computed
  • Result is another scalar data set
  • Each voxel value gets the length of the gradient
    vector computed for the original data
  • Large gradient magnitude values in a region
    indicate sharp changes in the original data

44
Gradient Magnitude Viz.
  • Sharp changes are often significant
  • May indicate an edge or surface
  • Large gradient in CT data indicate a voxel is on
    bone surface
  • May indicate where something important is
    happening
  • Large temperature gradient in atmosphere can
    indicate a weather front
  • Can apply the three visualization methods already
    discussed to the gradient magnitude data

45
Other feature extraction methods
  • Can apply other types of pre-processing to the
    input data to find areas of interest
  • Search for blobs of a certain size
  • Search for areas with a certain texture or
    pattern
  • Filter out high frequency noise from input data
  • Create new data set by assigning voxel values
    based on how well original data matches the
    search criteria
  • Have to know what youre looking for, what
    defines significant for a particular
    application

46
Still to come
  • Consideration of volume viz. for higher
    dimensional data
  • Vectors
  • Tensors
  • Time-varying sequences
  • Data with probabilistic uncertainty

47
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48
Streamlines
Follow the flow of a vector field, tracing the
path a particle would take
49
Tensor Glyphs
  • Ellipsoids, Cuboids, Superquadratics (see
    right), other 3D polyhedra and implicit surface
    shapes
  • For 3x3 matrices, illustrates 3 axes (or
    eigenvectors)
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