Exploded Views for Volume Data Stefan Bruckner and M. Eduard Gröller IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. 12, NO. 5, 2006.

Slides:



Advertisements
Similar presentations
Exploded Views for Volume Data Stefan Bruckner, M. Eduard Gröller Institute of Computer Graphics and Algorithms Vienna University of Technology.
Advertisements

15.1 Si23_03 SI23 Introduction to Computer Graphics Lecture 15 – Visible Surfaces and Shadows.
ENV 2006 CS4.1 Envisioning Information: Case Study 4 Focus and Context for Volume Visualization.
8.1si31_2001 SI31 Advanced Computer Graphics AGR Lecture 8 Polygon Rendering.
Exploration of advanced lighting and shading techniques
FEA Reference Guide See additional material herehere.
Ray tracing. New Concepts The recursive ray tracing algorithm Generating eye rays Non Real-time rendering.
Computer Graphics Lecture 8 Arbitrary Viewing II: More Projection, Clipping and Mathematics of 3D Viewing.
Computer Graphics methods
Geometry Primer Lines and rays Planes Spheres Frustums Triangles Polygon Polyhedron.
3D Graphics Rendering and Terrain Modeling
Shared Graphics Skills Cameras and Clipping Planes
CHAPTER 12 Height Maps, Hidden Surface Removal, Clipping and Level of Detail Algorithms © 2008 Cengage Learning EMEA.
The Discrete Ray-casting Algorithm Qiang Xue Jiaoying Shi State Key Lab Of CAD&CG Zhejiang University.
Vertices and Fragments I CS4395: Computer Graphics 1 Mohan Sridharan Based on slides created by Edward Angel.
Programming with CUDA, WS09 Waqar Saleem, Jens Müller Programming with CUDA and Parallel Algorithms Waqar Saleem Jens Müller.
Focus of Attention for Volumetric Data Inspection Ivan Viola 1, Miquel Feixas 2, Mateu Sbert 2, and Meister Eduard Gröller 1 1 Institute of Computer Graphics.
Michael Burns Martin Haidacher Eduard Gröller Ivan ViolaWolfgang Wein.
CSE 872 Dr. Charles B. Owen Advanced Computer Graphics1 Other Rendering Techniques Types of rendering – Wireframe techniques – Scan-line conversion – Reyes.
© Siemens Product Lifecycle Management Software Inc. All rights reserved Siemens PLM Software Solid Edge ST5 Training Exploding assemblies.
Introduction to 3D Graphics John E. Laird. Basic Issues u Given a internal model of a 3D world, with textures and light sources how do you project it.
GPU Graphics Processing Unit. Graphics Pipeline Scene Transformations Lighting & Shading ViewingTransformations Rasterization GPUs evolved as hardware.
University of Texas at Austin CS 378 – Game Technology Don Fussell CS 378: Computer Game Technology Beyond Meshes Spring 2012.
Importance Driven Volume Rendering Authors: I. Viola, A. Kanitsar, M. Gröler Visualization II Instructor: Jessica Crouch.
Computer Graphics: Programming, Problem Solving, and Visual Communication Steve Cunningham California State University Stanislaus and Grinnell College.
Hidden Surface Removal
Computer Graphics 2 Lecture x: Acceleration Techniques for Ray-Tracing Benjamin Mora 1 University of Wales Swansea Dr. Benjamin Mora.
1 Perception, Illusion and VR HNRS 299, Spring 2008 Lecture 19 Other Graphics Considerations Review.
University of Illinois at Chicago Electronic Visualization Laboratory (EVL) CS 426 Intro to 3D Computer Graphics © 2003, 2004, 2005 Jason Leigh Electronic.
Technology and Historical Overview. Introduction to 3d Computer Graphics  3D computer graphics is the science, study, and method of projecting a mathematical.
REAL-TIME VOLUME GRAPHICS Markus Hadwiger VRVis Research Center, Vienna Eurographics 2006 Real-Time Volume Graphics [04] GPU-Based Ray-Casting.
Interactive Rendering of Meso-structure Surface Details using Semi-transparent 3D Textures Vision, Modeling, Visualization Erlangen, Germany November 16-18,
Exploitation of 3D Video Technologies Takashi Matsuyama Graduate School of Informatics, Kyoto University 12 th International Conference on Informatics.
Week 2 - Friday.  What did we talk about last time?  Graphics rendering pipeline  Geometry Stage.
Introduction Surgical training environments as well as pre- and intra-operative planning environments require physics-based simulation systems to achieve.
Marco Pedersoli, Jordi Gonzàlez, Xu Hu, and Xavier Roca
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
1 Advanced Scene Management. 2 This is a game-type-oriented issue Bounding Volume Hierarchies (BVHs) Binary space partition trees (BSP Trees) “Quake”
Unstructured Volume Rendering Jian Huang, CS 594, Spring 2002 This set of slides reference slides developed by Prof. Torsten Moeller, SFU, Canada.
Week 10 - Wednesday.  What did we talk about last time?  Shadow volumes and shadow mapping  Ambient occlusion.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Real-time Graphics for VR Chapter 23. What is it about? In this part of the course we will look at how to render images given the constrains of VR: –we.
1 Haptic Systems Mohsen Mahvash Lecture 3 11/1/06.
1 Perception and VR MONT 104S, Fall 2008 Lecture 21 More Graphics for VR.
Hierarchical Penumbra Casting Samuli Laine Timo Aila Helsinki University of Technology Hybrid Graphics, Ltd.
Authors: I. Viola, A. Kanitsar, M. Gr ö ler Institute of Computer Graphics and Algorithms Vienna University of Technology, Austria Importance Driven Volume.
Global Illumination. Local Illumination  the GPU pipeline is designed for local illumination  only the surface data at the visible point is needed to.
Review on Graphics Basics. Outline Polygon rendering pipeline Affine transformations Projective transformations Lighting and shading From vertices to.
Motivation Properties of real data sets Surface like structures
Graphics Interface 2009 The-Kiet Lu Kok-Lim Low Jianmin Zheng 1.
Real-Time Relief Mapping on Arbitrary Polygonal Surfaces Fabio Policarpo Manuel M. Oliveira Joao L. D. Comba.
Yizhou Yu Texture-Mapping Real Scenes from Photographs Yizhou Yu Computer Science Division University of California at Berkeley Yizhou Yu Computer Science.
Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Discontinuous Displacement Mapping for Volume Graphics.
COMPUTER GRAPHICS CS 482 – FALL 2015 SEPTEMBER 29, 2015 RENDERING RASTERIZATION RAY CASTING PROGRAMMABLE SHADERS.
CS223: Software Engineering
1 CSCE 441: Computer Graphics Hidden Surface Removal Jinxiang Chai.
Unstructured Volume Rendering. Grid Types uniformrectilinearregularcurvilinear Structured Grids: regularirregularhybridcurved Unstructured Grids:
Ray Tracing by GPU Ming Ouhyoung. Outline Introduction Graphics Hardware Streaming Ray Tracing Discussion.
1 Per-Pixel Opacity Modulation for Feature Enhancement in Volume Rendering Speaker: 吳昱慧 Date:2010/11/16 IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER.
Contextual Snapshots: Enriched Visualization with Interactive Spatial Annotations Peter Mindek 1, Stefan Bruckner 2,1 and M. Eduard Gröller 1 1 Institute.
Real-Time Relief Mapping on Arbitrary Polygonal Surfaces Fabio Policarpo Manuel M. Oliveira Joao L. D. Comba.
1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.
Chapter 9 Advanced Assembly Modeling Techniques. After completing this chapter, you will be able to perform the following: –Create design view representations.
Real-Time Soft Shadows with Adaptive Light Source Sampling
PARTS AND COORDINATE SYSTEMS
3D Graphics Rendering PPT By Ricardo Veguilla.
The Graphics Rendering Pipeline
CSCE 441: Computer Graphics Hidden Surface Removal
Solid Edge ST4 Training Exploding assemblies
Presentation transcript:

Exploded Views for Volume Data Stefan Bruckner and M. Eduard Gröller IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL. 12, NO. 5, 2006

Introduction The user wants to examine an object of interest within the volumetric data set. Because of occlusion, normally not all of the data can be shown concurrently.

Introduction (con’d) Transparency or cutaways can be used to reveal a focus object.  For example reducing opacity of context. But, parts of the context information are still removed or suppressed. Exploded view:  The object is decomposed into several parts which are displaced so that internal details are visible.

By increasing the degree of explosion

Related Work Clipping operations to cut away parts of the volume to reveal internal structures. Manual editing of volume deformations based on a skeleton. Selective rendering of components for improved visualization Exploded views have been investigated in the context of architectural visualization. The first thorough investigation that uses exploded views for volume visualization was 2003

Generating Exploded Views Selection Definition Part Geometry Force Configuration Constraint Specification Interactive Exploded View Rendering

Selection Definition Two basic objects derived from the volumetric data set. The selection volume:  The degree-of-interest  One means most interesting  Zero means least interesting. The background:  Everything that is not selected, is part of the background which represents the context. Volume Painting used to define the selection.

Selection Definition (con’d) Data SetSelection Volume

Volume Painting When the user clicks on the image, a ray is cast from the corresponding position on the image plane into the data volume. At the first non-transparent voxel that is intersected by the ray, a volumetric brush is ”drawn” into the selection volume for each non-transparent voxel within the bounding box of the brush. Image Plane Data Set

Part Geometry Interactive decomposition of a volumetric data set. The user starts out with a single part which corresponds to the bounding box of the background object. Axis splitter. Depth splitter. Line splitter.

Force Configuration No occlusion, but with as little displacement as possible. Return force: This attractive force tries to move the parts towards their original location. Explosion force: This force drives the specified parts away from our selection object. Spacing force: In order to prevent clustering of parts, we also add a repulsive force.

Force Configuration (con’d) Viewing force: the movement of parts takes into account the current viewpoint. View-dependent explosions.

Constraint Specification Constrain the movement of parts. Interactive addition of joints which restrict the relative movement of parts. Sliders, hinges, and ball joints The user can restrict a part from being displaced by assigning an infinite mass.

Sliders and Infinite Mass

Hinges

Interactive Exploded View Rendering Algorithm: Basic rendering algorithm perform visibility sorting of the parts generate initial entry and exit points perform initial ray casting for all parts P i in front-to-back order do generate entry and exit points for P i perform ray casting for P i end for

Exploded View Rendering

Performance GPU-based ray casting algorithm makes use of conditional loops and dynamic branching available in Shader Model 3.0 GPUs. Comparison with a reference implementation of a conventional single-pass GPU ray caster. Standard ray casting ignores parts transformation and the selection object.

Performance Compared to the reference ray caster which achieved 8.97 frames/second Frames/secondNumber of parts ExplodedUnexploded 7.56 (84.3%)8.47 (94.4%) (83.8%)7.48 (83.4%) (73.7%)6.73 (75.0%) (58.6%)6.06 (67.6%) (52.1%)5.05 (56.3%) (43.8%)4.07 (45.4%) (28.2%)2.67 (29.8%)64

Questions