Electronic Visualization Laboratory University of Illinois at Chicago “Time-Critical Multiresolution Volume Rendering using 3D Texture Mapping Hardware”

Slides:



Advertisements
Similar presentations
Dynamic View Selection for Time-Varying Volumes Guangfeng Ji* and Han-Wei Shen The Ohio State University *Now at Vital Images.
Advertisements

LOD Map – A Visual Interface for Navigating Multiresolution Volume Visualization Chaoli Wang and Han-Wei Shen The Ohio State University Presented at IEEE.
Clustering k-mean clustering Genome 559: Introduction to Statistical and Computational Genomics Elhanan Borenstein.
WSCG 2007 Hardware Independent Clipmapping A. Seoane, J. Taibo, L. Hernández, R. López, A. Jaspe VideaLAB – University of A Coruña (Spain)
Other DVR Algorithms and A Comparison Jian Huang, CS 594, Spring 2002.
Occlusion Culling Fall 2003 Ref: GamasutraGamasutra.
Allocating Memory.
HLODs: Hierarchical Levels of Detail Hierarchical Simplifications for Faster Display of Massive Geometric Environments Carl Erikson, Dinesh Manochahttp://
Visibility Culling using Hierarchical Occlusion Maps Hansong Zhang, Dinesh Manocha, Tom Hudson, Kenneth E. Hoff III Presented by: Chris Wassenius.
A Hardware-Assisted Hybrid Rendering Technique for Interactive Volume Visualization Brett Wilson Kwan-Liu Ma University of California, Davis Patrick S.
Generated Waypoint Efficiency: The efficiency considered here is defined as follows: As can be seen from the graph, for the obstruction radius values (200,
Silberschatz, Galvin and Gagne  2002 Modified for CSCI 399, Royden, Operating System Concepts Operating Systems Lecture 19 Scheduling IV.
Week 14 - Monday.  What did we talk about last time?  Bounding volume/bounding volume intersections.
UVA / UNC / JHU Perceptually Guided Simplification of Lit, Textured Meshes Nathaniel WilliamsUNC David LuebkeUVA Jonathan D. CohenJHU Michael KelleyUVA.
Discontinuity Edge Overdraw
Introduction to Data-driven Animation Jinxiang Chai Computer Science and Engineering Texas A&M University.
Mesh Simplification Global and Local Methods:
1 Abstract This paper presents a novel modification to the classical Competitive Learning (CL) by adding a dynamic branching mechanism to neural networks.
Scheduling in Batch Systems
1 Image-Based Visual Hulls Paper by Wojciech Matusik, Chris Buehler, Ramesh Raskar, Steven J. Gortler and Leonard McMillan [
Curve Analogies Aaron Hertzmann Nuria Oliver Brain Curless Steven M. Seitz University of Washington Microsoft Research Thirteenth Eurographics.
Data Partitioning for Reconfigurable Architectures with Distributed Block RAM Wenrui Gong Gang Wang Ryan Kastner Department of Electrical and Computer.
Adaptive Streaming and Rendering of Large Terrains: a Generic Solution WSCG 2009 Raphaël Lerbour Jean-Eudes Marvie Pascal Gautron THOMSON R&D, Rennes,
CS :: Fall 2003 Layered Coding and Networking Ketan Mayer-Patel.
1 Ion Optics Simulations What it is. How it’s useful. The SIMION ion optics software. –How it works. –Limitations and cautions –Demonstrations and examples.
Managing Multi-Configuration Hardware via Dynamic Working Set Analysis By Ashutosh S.Dhodapkar and James E.Smith Presented by Kyriakos Yioutanis.
Electronic Visualization Laboratory University of Illinois at Chicago “Sort-First, Distributed Memory Parallel Visualization and Rendering” by E. Wes Bethel,
06 - Boundary Models Overview Edge Tracking Active Contours Conclusion.
Curve Modeling B-Spline Curves
Surface Simplification Using Quadric Error Metrics Michael Garland Paul S. Heckbert.
Frame by Frame Bit Allocation for Motion-Compensated Video Michael Ringenburg May 9, 2003.
Video Mosaics AllisonW. Klein Tyler Grant Adam Finkelstein Michael F. Cohen.
Week 2 - Wednesday CS361.
Light Using Texture Synthesis for Non-Photorealistic Shading from Paint Samples. Christopher D. Kulla, James D. Tucek, Reynold J. Bailey, Cindy M. Grimm.
Computer Graphics An Introduction. What’s this course all about? 06/10/2015 Lecture 1 2 We will cover… Graphics programming and algorithms Graphics data.
NDVI-based Vegetation Rendering CGIM ‘07 Stefan Roettger, University of Erlangen
Cg Programming Mapping Computational Concepts to GPUs.
Level of Detail & Visibility: A Brief Overview David Luebke University of Virginia.
The Collocation of Measurement Points in Large Open Indoor Environment Kaikai Sheng, Zhicheng Gu, Xueyu Mao Xiaohua Tian, Weijie Wu, Xiaoying Gan Department.
Real-Time Rendering SPEEDING UP RENDERING Lecture 04 Marina Gavrilova.
1 Exploring Custom Instruction Synthesis for Application-Specific Instruction Set Processors with Multiple Design Objectives Lin, Hai Fei, Yunsi ACM/IEEE.
Adaptive Multi-path Prediction for Error Resilient H.264 Coding Xiaosong Zhou, C.-C. Jay Kuo University of Southern California Multimedia Signal Processing.
Performance Prediction for Random Write Reductions: A Case Study in Modelling Shared Memory Programs Ruoming Jin Gagan Agrawal Department of Computer and.
1 Virtual Memory Chapter 9. 2 Resident Set Size n Fixed-allocation policy u Allocates a fixed number of frames that remains constant over time F The number.
Adaptive Display Algorithmfor Interactive Frame Rates.
Plenoptic Modeling: An Image-Based Rendering System Leonard McMillan & Gary Bishop SIGGRAPH 1995 presented by Dave Edwards 10/12/2000.
Lecture 4 TTH 03:30AM-04:45PM Dr. Jianjun Hu CSCE569 Parallel Computing University of South Carolina Department of.
Lapped Solid Textrues Filling a Model with Anisotropic Textures
- Laboratoire d'InfoRmatique en Image et Systèmes d'information
Electronic Visualization Laboratory (EVL) University of Illinois at Chicago Paper-4 Interactive Translucent Volume Rendering and Procedural Modeling Joe.
Graphics Graphics Korea University cgvr.korea.ac.kr 1 7. Speed-up Techniques Presented by SooKyun Kim.
LODManager A framework for rendering multiresolution models in real-time applications J. Gumbau O. Ripollés M. Chover.
CHAPTER 5 CONTOURING. 5.3 CONTOURING Fig 5.7. Relationship between color banding and contouring Contour line (isoline): the same scalar value, or isovalue.
Electronic visualization laboratory, university of illinois at chicago Visualizing Very Large Scale Earthquake Simulations (SC 2003) K.L.Ma, UC-Davis.
3/16/04James R. McGirr1 Interactive Rendering of Large Volume Data Sets Written By : Stefan Guthe Michael Wand Julius Gonser Wolfgang Straβer University.
COMPUTER GRAPHICS CS 482 – FALL 2015 SEPTEMBER 29, 2015 RENDERING RASTERIZATION RAY CASTING PROGRAMMABLE SHADERS.
Page Buffering, I. Pages to be replaced are kept in main memory for a while to guard against poorly performing replacement algorithms such as FIFO Two.
Rendering Large Models (in real time)
Hierarchical Occlusion Map Zhang et al SIGGRAPH 98.
Speaker Min-Koo Kang March 26, 2013 Depth Enhancement Technique by Sensor Fusion: MRF-based approach.
DPL3/10/2016 CS 551/651: Simplification Continued David Luebke
Pipeline Optimization Real-Time Rendering 김 송 국.
Image Fusion In Real-time, on a PC. Goals Interactive display of volume data in 3D –Allow more than one data set –Allow fusion of different modalities.
Basic Concepts Maximum CPU utilization obtained with multiprogramming
Volume Rendering (3) Hardware Texture Mapping Methods.
Electronic Visualization Laboratory University of Illinois at Chicago “Fast And Reliable Space Leaping For Interactive Volume Rendering” by Ming Wan, Aamir.
Chapter 8 – Processor Scheduling
CS475 3D Game Development Level Of Detail Nodes (LOD)
A Comparative Study of Navigation Meshes . Motion in Games 2016
A Comparative Study of Navigation Meshes . Motion in Games 2016
Presentation transcript:

Electronic Visualization Laboratory University of Illinois at Chicago “Time-Critical Multiresolution Volume Rendering using 3D Texture Mapping Hardware” by Xinyue Li, Han-Wei Shen Presented by: Allan Spale, CAVERN Viz Workshop, May 2004

Electronic Visualization Laboratory University of Illinois at Chicago Overview LOD selection algorithm for multiresolution hierarchical volume rendering –LOD automatically selected and conforms to user’s rendering criteria Frame rate kept within 10% of user’s requested frame rate –Rendering metrics collected during runtime and used in a intra-frame predictive scheme for LOD selection Uses 3D texture mapping hardware

Electronic Visualization Laboratory University of Illinois at Chicago Traditional LOD Selection Methods Static heuristics –Use constant criteria View angle, screen coverage, object distance –Difficult to use because of varying heuristics and imprecision of rendering time Inter-frame feedback –Calculate change in rendering time between frames –Problem of oscillation in rendering time between frames Global optimization –Using a user-specified time frame, maximize quality of rendering and minimize rendering cost –Problem to use since pipeline performance numbers are difficult to obtain with many dynamic factors in action

Electronic Visualization Laboratory University of Illinois at Chicago Multiresolution Volume Redering Hierarchical volume generation using algorithm by Weiler et al. [paper reference 2] –Generate lower resolution by averaging every 2 x 2 x 2 voxels –Reduce seams between between nearby subvolumes by copying low-res volume data points on boundaries to high-res volume –Subvolumes created according to complexity in each space…more complexity  more subdivision Rendering using 3D texture mapping hardware –Slice polygons perpendicular to view vector –Use OpenGL to shade and blend the polygons –At program initialization, create OpenGL texture object for each LOD subvolume –Rendering involves binding a texture object based on LOD data Encourages reuse of existing textures

Electronic Visualization Laboratory University of Illinois at Chicago Algorithm: Intra-Frame Prediction Reaction Subvolumes are rendered in sequential order, front-to-back –Each choice about subvolume made at time of rendering Obtain performance stats of previously rendered subvolumes Track time spent and importance values (determined by the user) for to-be-rendered subvolumes Based on relative importance, allocate rendering time slice and choose LOD matching this constraint –Repeat steps until all subvolumes are rendered

Electronic Visualization Laboratory University of Illinois at Chicago Algorithm: Rendering Time Prediction Equations  T = t loading + t processing * n slices  t loading : LOD volume texture loading time (do not include the value in t processing )  t processing : With certain assumptions, obtain the time spent rendering slices for an LOD divided by the number of slices rendered so far, n slices  t processing =(t avg_voxel * n voxel ) * (1-R)  t avg_voxel : Average loading time of each LOD voxel  n voxel : Voxels in the LOD  R : Boolean value  1: Texture in memory  0: Texture not in memory

Electronic Visualization Laboratory University of Illinois at Chicago Algorithm: Time Budget Allocation Importance metrics affect a subvolume’s rendering time  t i = T b * (I i /  j=1..k I j )  T b : time remaining; k : number of remaining subvolumes  I : importance value – i= current, j= remaining values; Below are importance criteria (properties taking more time are listed)  Maximum opacity: more opaque  Distance to viewpoint: closer  Projection area: higher value  Gaze distance: (distance from center of gaze area to center of projected area’s subvolume) closer to gaze area

Electronic Visualization Laboratory University of Illinois at Chicago Algorithm: LOD Selection, Temoral Coherence Consideration LOD Selection – –For every LOD texture, check if texture is in memory – –Based on rendering history, calculate the average rendering time per slice – –Based on the performance model, determine the predicted rendering time for each LOD subvolume – –Select the LOD that minimizes the difference between predicted rendering time and budgeted rendering time Temporal Coherence Consideration – –Avoid flicker with frequent LOD changes Each change in viewing direction or gaze area above a threshold results in a recalc of each subarea’s importance value

Electronic Visualization Laboratory University of Illinois at Chicago Results: Frame Rate, LOD Selection (Figure 2) Rendering style; time critical algorithm within 10% of target frame rate –Identical viewing parameters; 200 frames (first and last 50 frames: different scaling factors, middle 100 frames: different viewing angles (Table 2) Processor time for LOD selection is quite small

Electronic Visualization Laboratory University of Illinois at Chicago Results: Time Budgeted, Time-Based Gaze-Directed Rendering (Table 4) When considering the importance factors, rendering time is noticeably adjusted for low and high categories with respect to ignoring importance factors (Table 6) Subvolumes with a small gaze distance (nearest) receive more rendering time with respect to ignoring gaze distance

Electronic Visualization Laboratory University of Illinois at Chicago Summary Highlights –Multiresolution visualization using importance factors Importance factors assist in an automatic LOD selection –Supports texture mapping hardware Pros –Can maintain a steady frame-rate –Subvolumes divided according to complexity and individually rendered at different LODs –Control algorithm has very minimal overhead Cons –Current work done on “small” datasets (done using single PC?) –Little difference between “low” and “medium” importance