Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Discontinuous Displacement Mapping for Volume Graphics.

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Presentation transcript:

Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Discontinuous Displacement Mapping for Volume Graphics Carlos D. Correa, Deborah Silver Rutgers, The State University of New Jersey Min Chen University of Wales, Swansea, UK

Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Introduction One key issue in graphics is the rendering of cuts and deformations

Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Previous Approaches Physically based, e.g., finite elements, mass- spring models, meshless methods Nealen et al Volumes  typically via a proxy mesh Non-physically based –Surface  free-form, procedural, displacement- based –Volume  free-form (Westermann, 2000)  Ray deflectors (Kurzion & Yagel, 1997)  Spatial TFs (Chen et al, 2003)  Volume Browsing (McGuffin, 2003)

Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Our Approach Illustration/ImagePhysics Computer Generated Image Illustration/Image Computer Generated Image Concept, abstraction Gross specification Time integration Combination refinement Physics-Based Deformation Illustrative Deformation Simplification

Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Goal To start with an illustration of what we want and put it in the object Similar to displacement maps

Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Traditional Displacement Mapping Commonly used to add details to a base surface Applied along normal Usually continuous V-ray rendering system

Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Traditional Displacement Mapping (cont.) Surface subdivision –Limitations of surface representation can be solved using a tetrahedral mesh: further complicates the problem of tessellation Ray tracing Lee et al. Displaced Subdivision Surfaces Wang et al. Generalized Displacement Maps

Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Cuts Difficult to model cuts and large deformations Surface Subdivision  Needs re-meshing Ray Tracing  Handle intersection with new surface, can’t model large unorthogonal deformations Ray Deflectors  Difficult to model surface of cut as rays get deflected For ray tracing/warping, is easier to render cuts and deformations with inverse mapping

Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Solution 3D Displacements: model large deformations and cuts (no re-meshing) Inverse Mapping: High resolution rendering of cuts Directly on volumes: need an “inside” to properly model cuts

Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Discontinuous Displacement Mapping Given a common reference coordinate frame A position function P and a displacement D Since we use inverse mapping We use

Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Displacement Setup Specify forward displacement Sample its inverse at discrete positions What about empty space (due to cuts)? –Define displacement there too (to maintain C 0 continuity – correct tri-linear interpolation) –Define alpha map (represent cut geometry)

Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Displacements Define desired detail and “add” to scene Like displacement maps, we “add” the displacement to the volume. We then render this new volume Original volume Displaced volume Displacements

Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Rendering Pipeline Sample scene bounding box (resulting scene) then find opacity and color attributes of each point using inverse transformation

Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Problem: add lighting Displaced volume with no lighting

Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Using Original Normals Using the original normals result in incorrect lighting

Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Transformed Normals Barr [1984] derived transformation of normals for forward mapping. We derive for inverse displacements: Normals on the rim of cut are still incorrect since a new surface has been created

Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Blend with normal of alpha map to handle normals at discontinuities Adjusted Normals near Cuts

Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Discussion I: Interactive Manipulation Displacements can be placed and rotated within the volume. This is done via linear transformations, represented as 4x4 matrices. translationrotationscaling

Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Discussion II: Multiple Displacements Multiple Displacements can be placed, e.g., through addition of displacements p = p' + D 1 (p') + D 2 (p')

Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Discussion III: Composition One of the advantages of Displacement Maps is the ability to operate algebraically, e.g., through composition. Composition is, in general, not commutative p 1 = p' + D 1 (p') p = p 1 + D 2 (p 1 ) D 1 : ripples D 2 : peel

Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Volume Datasets Teddy bear256x256x224 Piggy Bank190x190x134 Bunny256x256x256 Tomato256x256x162 Engine256x256x128

Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Results

Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Results

Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Discussion IV: GPU GPU texture memory size –Current displacements occupy 320 KB - 6 MB. Still much smaller than the volume –Complex 3D displacements might require larger sizes

Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Semantics Displacement is specified with no regards of semantics of data (planar cuts) Need a mechanism to preserve/constrain to features in the dataset (to appear, IEEE Visualization 2006)

Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Conclusions Illustrative Deformation is a powerful technique to simulate effects in volume graphics, such as fracturing, slicing, deforming and cutting. Can be efficiently implemented via Discontinuous Displacement Maps We devised a collection of techniques for implementing this method in real-time in contemporary GPUs Applications: Special effects, VR, Illustration, Surgical Planning, Games.

Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Thanks! More info