University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2010 Tamara Munzner Spatial/Scientific Visualization.

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Presentation transcript:

University of British Columbia CPSC 314 Computer Graphics Jan-Apr 2010 Tamara Munzner Spatial/Scientific Visualization Week 12, Fri Apr 9

2 News Reminders H4 due Mon 4/11 5pm P4 due Wed 4/13 5pm Extra TA office hours in lab 005 for P4/H4 Fri 4/ , 2-4 (Garrett) Mon 4/ , 3-5 (Garrett) Tue 4/13 3:30-5 (Kai) Wed 4/14 2-4, 5-7 (Shailen) Thu 4/ (Kai) Fri 4/ (Garrett)

3 Cool Pixar Graphics Talk Today!! The Funnest Job on Earth: A Presentation of Techniques and Technologies Used to Create Pixar's Animated Films (version 2.0) Wayne Wooten, Pixar Fri 4/9, 4:00 to 5:30 pm, Dempster 110 great preview of CPSC 426, Animation :-) overlaps my usual office hours :-( poll: who was planning to come today?

4 Project 4 I've now sent proposal feedback on proposals to everyone where I have specific concerns/responses no news is good news global reminders/warnings you do need framerate counter in your HUD! be careful with dark/moody lighting can make gameplay impossible backup plan: keystroke to brighten by turning more/ambient light reminder on timestamps if you demo on your machine, I will check timestamps of files to ensure they match code you submitted through handin they must match! do *not* change anything in the directory clone code into new directory to keep developing or fix tiny bugs so that I can quickly check that you've not changed anything else

5 Review: GPGPU Programming General Purpose GPU use graphics card as SIMD parallel processor textures as arrays computation: render large quadrilateral multiple rendering passes

6 Review: Splines spline is parametric curve defined by control points knots: control points that lie on curve engineering drawing: spline was flexible wood, control points were physical weights A Duck (weight) Ducks trace out curve

7 Review: Hermite Spline user provides endpoints derivatives at endpoints

8 Review: Bézier Curves four control points, two of which are knots more intuitive definition than derivatives curve will always remain within convex hull (bounding region) defined by control points

9 Review: Basis Functions point on curve obtained by multiplying each control point by some basis function and summing

10 Review: Comparing Hermite and Bézier Bézier Hermite

11 Review: Sub-Dividing Bézier Curves find the midpoint of the line joining M 012, M 123. call it M 0123 P0P0 P1P1 P2P2 P3P3 M 01 M 12 M 23 M 012 M 123 M 0123

12 Review: de Casteljau’s Algorithm can find the point on Bézier curve for any parameter value t with similar algorithm for t=0.25, instead of taking midpoints take points 0.25 of the way P0P0 P1P1 P2P2 P3P3 M 01 M 12 M 23 t=0.25 demo:

13 Review: Continuity continuity definitions C 0 : share join point C 1 : share continuous derivatives C 2 : share continuous second derivatives piecewise Bézier: no continuity guarantees

14 Review: Geometric Continuity derivative continuity is important for animation if object moves along curve with constant parametric speed, should be no sudden jump at knots for other applications, tangent continuity suffices requires that the tangents point in the same direction referred to as G 1 geometric continuity curves could be made C 1 with a re-parameterization geometric version of C 2 is G 2, based on curves having the same radius of curvature across the knot

15 Achieving Continuity Hermite curves user specifies derivatives, so C 1 by sharing points and derivatives across knot Bezier curves they interpolate endpoints, so C 0 by sharing control pts introduce additional constraints to get C 1 parametric derivative is a constant multiple of vector joining first/last 2 control points so C 1 achieved by setting P 0,3 =P 1,0 =J, and making P 0,2 and J and P 1,1 collinear, with J-P 0,2 =P 1,1 -J C 2 comes from further constraints on P 0,1 and P 1,2 leads to...

16 B-Spline Curve start with a sequence of control points select four from middle of sequence (p i-2, p i-1, p i, p i+1 ) Bezier and Hermite goes between p i-2 and p i+1 B-Spline doesn’t interpolate (touch) any of them but approximates the going through p i-1 and p i P0P0 P1P1 P3P3 P2P2 P4P4 P5P5 P6P6

17 B-Spline by far the most popular spline used C 0, C 1, and C 2 continuous demo:

18 B-Spline locality of points

19 Geometric Modelling much, much more in CPSC 424! offered next year

20 Spatial/Scientific Visualization

21 Reading FCG Chapter 28 Spatial Field Visualization Chap 23 (2nd ed)

22 Surface Graphics objects explicitly defined by surface or boundary representation mesh of polygons 200 polys 1000 polys polys

23 Surface Graphics pros fast rendering algorithms available hardware acceleration cheap OpenGL API for programming use texture mapping for added realism cons discards interior of object, maintaining only the shell operations such cutting, slicing & dissection not possible no artificial viewing modes such as semi- transparencies, X-ray surface-less phenomena such as clouds, fog & gas are hard to model and represent

24 Volume Graphics for some data, difficult to create polygonal mesh voxels: discrete representation of 3D object volume rendering: create 2D image from 3D object translate raw densities into colors and transparencies different aspects of the dataset can be emphasized via changes in transfer functions

25 Volume Graphics pros formidable technique for data exploration cons rendering algorithm has high complexity! special purpose hardware costly (~$3K-$10K) volumetric human head (CT scan)

26 Isosurfaces 2D scalar fields: isolines contour plots, level sets topographic maps 3D scalar fields: isosurfaces

27 Volume Graphics: Examples anatomical atlas from visible human (CT & MRI) datasets industrial CT - structural failure, security applications flow around airplane wing shockwave visualization: simulation with Navier-Stokes PDEs

28 Isosurface Extraction array of discrete point samples at grid points 3D array: voxels find contours closed, continuous determined by iso-value several methods marching cubes is most common Iso-value = 5

29 MC 1: Create a Cube consider a cube defined by eight data values (i,j,k)(i+1,j,k) (i,j+1,k) (i,j,k+1) (i,j+1,k+1)(i+1,j+1,k+1) (i+1,j+1,k) (i+1,j,k+1)

30 MC 2: Classify Each Voxel classify each voxel according to whether lies outside the surface (value > iso-surface value) inside the surface (value <= iso-surface value) 8 Iso= Iso=9 =inside =outside

31 MC 3: Build An Index binary labeling of each voxel to create index v1v2 v6 v3 v4 v7 v8 v5 inside =1 outside= Index: v1v2 v3 v4 v5v6 v7v8

32 MC 4: Lookup Edge List use index to access array storing list of edges all 256 cases can be derived from 15 base cases

33 MC 4: Example index = triangle 1 = a, b, c a b c

34 MC 5: Interpolate Triangle Vertex for each triangle edge find vertex location along edge using linear interpolation of voxel values =10 =0 T=8 T=5 i i+1 x

35 MC 6: Compute Normals calculate the normal at each cube vertex use linear interpolation to compute the polygon vertex normal

36 MC 7: Render!

37 Direct Volume Rendering do not compute surface

38 Rendering Pipeline Classify

39 Classification data set has application-specific values temperature, velocity, proton density, etc. assign these to color/opacity values to make sense of data achieved through transfer functions

40 Transfer Functions map data value to color and opacity

41 Transfer Functions Human Tooth CT (f)(f) RGB(f)RGB(f) f RGBRGB shading, compositing…  Gordon Kindlmann

42 Setting Transfer Functions can be difficult, unintuitive, and slow f  f  f  f  Gordon Kindlmann

43 Rendering Pipeline Classify Shade

44 Light Effects usually only consider reflected part Light absorbed transmitted reflected Light=refl.+absorbed+trans. Light ambient specular diffuse Light=ambient+diffuse+specular

45 Rendering Pipeline Classify Shade Interpolate

46 Interpolation given: needed: 2D 1D given: needed: nearest neighbor linear

47 Rendering Pipeline Classify Shade Interpolate Composite

48 Volume Rendering Algorithms ray casting image order, forward viewing splatting object order, backward viewing texture mapping object order back-to-front compositing

49 Ray Traversal Schemes Depth Intensity Max Average Accumulate First

50 Ray Traversal - First first: extracts iso-surfaces (again!) Depth Intensity First

51 Ray Traversal - Average average: looks like X-ray Depth Intensity Average

52 Ray Traversal - MIP max: Maximum Intensity Projection used for Magnetic Resonance Angiogram Depth Intensity Max

53 Ray Traversal - Accumulate accumulate: make transparent layers visible Depth Intensity Accumulate

54 Splatting each voxel represented as fuzzy ball 3D gaussian function RGBa value depends on transfer function fuzzy balls projected on screen, leaving footprint called splat composite front to back, in object order

55 Texture Mapping 2D: axis aligned 2D textures back to front compositing commodity hardware support must calculate texture coordinates, warp to image plane 3D: image aligned 3D texture simple to generate texture coordinates