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Published byBuddy Oliver Modified over 8 years ago
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Hardware-Accelerated Parallel Non-Photorealistic Volume Rendering Eric B.Lum Kwan-Liu Ma University of California at Davis
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Outline Volume Rendering Related Work Introduction Paletted Texture Detail –Tone Shading –Silhouette Illustration –Color Based on Position –Gradient Based Enhancement –Multiple Transfer Functions Results Conclusion
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Volume Rendering Volume (a 3D image) –It is a 3D array of point samples, called voxels(volume elements) –Each voxel has color(RGBA) or density or… A 2D Image (Pixels) A 3D Image (Voxels)
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Volume Acquisition Aqusition Techniques –CT, MRI, Ultra sound… –Physical simulation… –Converting 3D surface models…
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Preliminaries Volume Rendering –The process of generating a 2D image from 3D volume
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Preliminaries Volume Rendering –Visible Human
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Preliminaries Volume Rendering –Computational Fluid Dynamics
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Preliminaries Volume Rendering –Non-destructive testing
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Volume Rendering Pipeline Simplified version Gradient Computation Classification Shading Compositing
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Gradient Computation The gradient –A normal vector – : acquired value in data set Finding edges or boundaries between different materials Shading
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Classification assign opacity to the voxels – assign color to the voxels –
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Classification Face Brain Density Opacity Density Opacity
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Shading Using gradient, assign color to the voxels Non -shaded Engine Shaded Engine
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Accumulating –accumulate the hundreds of values sampled along a ray into one pixel –compositing function “over-operator” back-to-front front-to-back
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Over Operator Fundamental operator in rendering –Binary operator on pairs of colors and pairs of opacity values (C, ) C b =(1,0,0) a b =1.0 C f =(0,1,0) a f =0.4
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Ray Casting Basic Comlexity –Depth*ImageSize
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Plane Compositing Divides the volume into slices. The slices are composes one over the other Basic Complexity = VolumeSize
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Related Work NPR –A non-photorealistic lighting model… SIGGRAPH 98 Tone shading
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Related Work VR [Direct volume rendering, ACM volvis. 96] NPR + VR [Volume illustration, IEEE vis. 2000]
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Introduction Non-photo realistic rendering High performance volume rendering –Parallel processing –3D textures, Multi-texturing, Paletted textures…
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Introduction Interactive Rendering –What to preprocess? Gradient Computation Classification Shading Compositing Density Normal Opacity Color Rendered Image
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Introduction Preprocessed input (texture) –Density –Gradient Direction –Gradient Magnitude Output –Non-photo realistically rendered image
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1 3 2 4 2 2 3 1 3 1 4 1 1 2 3 2 VR using paletted textures [Van Gelder, A., Hoffman] –ACM volvis. 96 Paletted textures –Indexed Color (at most 256 entry) Paletted TexturePalette Volume data (large) Transfer Function, Shading Function…
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1 3 2 4 2 2 3 1 3 1 4 1 1 2 3 2 VR using paletted textures [Van Gelder, A., Hoffman] –ACM volvis. 96 Paletted textures –Indexed Color Paletted TexturePalette Volume data (large) Transfer Function, Shading Function… Density Opacity
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1 3 2 4 2 2 3 1 3 1 4 1 1 2 3 2 VR using paletted textures [Van Gelder, A., Hoffman] –ACM volvis. 96 Paletted textures –Indexed Color Paletted TexturePalette Volume data (large) Transfer Function, Shading Function…
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VR using paletted textures
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Tone Shading Lighting through the variation of color temperature –Ambient lighting: cooler color –Direct lighting: warmer color [gooch98]
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Tone Shading Using pre-computed table (palette)
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Silhouette Illustration Effective in showing an objects structure Without silhouetteWith silhouette
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Silhouette Illustration Silhouette Use palette – 시점이 바뀌면 다시 계산 N V Opacity,Color=Black
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Silhouette Illustration For each slice polygon 1 st Pass: Tone shading 2 nd Pass: Blend silhouette term
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Color Based on Position To improve depth perception –Warmer hues for foreground Without depth based tone manipulation With depth based tone manipulation
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Color Based on Position Depth based tone manipulation –Assign different vertex color to each slice
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Color Based on Position Arbitrary direction –Use additional 1D texture, and texture coordinate transform matrix
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Gradient Based Enhancement The transition between features in a volume tend to have the highest gradient magnitude –Enhance the opacity in these regions Gradient magnitude Opacity Skin rendering
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Multiple Transfer Functions For each slice polygon –1-pass for each transfer function
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Combining Techniques Multi-pass, multi-stage rendering Classification Shading Surface enhancing Color based on position RGBA
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Combining Techniques Multi-pass, multi-stage rendering Compute opacity again Silhouette & Specular lighting Compute again
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A Complete Example
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Parallel Rendering Binary-swap[13] Divide and conquer method –Subdivide and distribute the volume using k-d tree subdivision –Composite the rendered image of the subvolume
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Results PC cluster with 9 computers Each –AMD Athlon 1.3 Ghz –1GB ram –Geforce3 with 64mb video memory –100Base-T fast ethernet 512*512*512 volume to 512*512 image –2.0 FPS Two sets of rendering parameter –4Path rendering –1.2 FPS Interactive control of –Transfer function, View direction, Rendering parameters
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Conclusions Perceptually effective Interactive Future Work –Extracting more information –Rendering wider variety of styles
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