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Volumetric and Blobby Objects

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Cell vertices (hence some topology and geometry) are shared between cells. ... Isosurface extraction (e.g. marching cubes) is used to find this boundary. ... – PowerPoint PPT presentation

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Title: Volumetric and Blobby Objects


1
Volumetric and Blobby Objects
  • Lecture 8 (Modelling)

2
Isometric Data
  • Medical Scans (CT, MRI) produce image slices with
    a regular grid of sample values (for skin, bone,
    muscle, etc).
  • The isosurface at a particular isovalue is very
    difficult to visualize from separate 2D scans.
  • Solution convert to a 3D surface.
  • Isosurface Extraction Methods
  • Voxels an intermediate volumetric
    representation.
  • Ray Casting direct rendering for ray tracing.
  • Marching Cubes convert to a polygon mesh.

3
Voxels
  • Spatial Occupancy Enumeration
  • solid is decomposed into identical cells arranged
    in a rectangular grid.
  • Elements are generally cubes, called voxels
    (volume elements).
  • Scan to Voxel Conversion
  • If image slices are stacked into pairs then
    voxels can be created with image sample values at
    the corners.
  • A voxel is given the value 1 (solid) if all
    sample values are greater than the iso-value and
    0 (transparent) otherwise.
  • Problems
  • Aliasing and high storage costs.
  • Still requires conversion to polygon-mesh for
    rendering.
  • Solutions 3D anti-aliasing and octree data
    structure.

4
Voxels Octree Data Structure
  • Octree
  • A compact hierarchical encoding of a voxmap
    (voxel map).
  • The 3D generalization of a quadtree.
  • Leaves represent full or empty voxels of
    different volumes. The voxel dimensions depend on
    its depth in the tree.
  • Can merge same value voxels into a single larger
    voxel.

5
Marching Cubes
  • Purpose convert 2D isometric scans into a
    polygon mesh isosurface for a particular isovalue
    .
  • Algorithm
  • Pair up scans. Create cubes (cells) with sample
    values at the vertices (4 from the upper scan, 4
    from the lower scan).
  • March over all cubes
  • Topology Place triangles in a cube depending on
    the isovalues at the cell vertices.
  • Geometry position the vertices of these
    triangles according to the isovalues.
  • For efficiency exploit inter-cell coherence. Cell
    vertices (hence some topology and geometry) are
    shared between cells.
  • Seminal Paper Lorensen, W. and Cline, H.
    Marching Cubes A High Resolution 3D Surface
    Construction Algorithm, SIGGRAPH 87, pp.
    163-169.

6
Marching Cubes Triangulating a Cell
  • Binary coding A vertex with value
    is inside (1) or outside (0) as
    follows
  • The binary codes for all vertices are
    placed in a bit string used as an index
    into the
    triangulation table.
  • There are combinations.
  • But
  • Complementary cases inverting the
    cell bits does not change
    triangulation
    (reduce to 148 combinations).
  • Rotational symmetry many patterns
    can be reached by rotating the cube
    (reduce to 14 unique combinations).

7
Marching Cubes Positioning Vertices
  • Triangulated cells have triangle vertices placed
    along cell edges.
  • The exact position and normal of these vertices
    must depend on the cell values.
  • Solution Triangle vertices are positioned at
    along an edge using linear interpolation
  • where is the value at the cell vertex inside
    the isosurface, and is the external vertex
    value.
  • Normals can be similarly interpolated.
  • More sophisticated interpolation is possible.

8
Blobby Objects
  • Blobby (or Soft) objects are employed in the
    creation and animation of smooth shapes.
  • Use implicit rather then
    parametric surfaces.
  • A skeleton is defined by a set of key points,
    which radiate energy to the surrounding space.
  • The object boundary is an isosurface at a
    particular energy level.
  • Isosurface extraction (e.g. marching cubes) is
    used to find this boundary.
  • The position and orientation of keys can be
    animated.
  • Animation control is easier than for parametric
    surfaces.
  • Other blobby parameters are amenable to
    animation.

9
Blobby Objects Parameters
  • Blobby objects consist of a number of keys, each
    with
  • A position of the key in 3D.
  • An optional set of axes to orient the blob.
  • An implicit field function , which
    determines the shape of the blob. depends
    on and . Superellipsoids are popular.
  • Force at the key . Often set to
    (merges with other blobs) or (creates
    imprints on other blobs).
  • A Decay function , which defines how
    intensity tails off from the key towards the blob
    boundary.

10
Blobby Objects Field Calculation
  • Given a point , the field contribution from a
    key is calculated as follows
  • Find .
  • Calculate the distance where the field
    value turns to zero along the line by
    solving the field function .
  • If then the keys contribution is
    zero. Otherwise, the field value at is

    (force times decay).
  • A popular decay function is
    .
  • Repeat and sum the field
    value for all keys.

11
Blobby Objects Examples
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