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Accelerating Marching Cubes with Graphics Hardware Gunnar Johansson, Linköping University Hamish Carr, University College Dublin
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Presentation outline Goal Background Previous work Our approach Results Conclusions, Future work
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Goal Isosurface visualization for studying 3D scalar functions –Marching Cubes is standard algorithm This work presents GPU acceleration in combination with CPU-based algorithmic acceleration (interval/Kd-trees)
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Background
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Isosurface visualization Goal: study a volumetric scalar function, f(x) Isosurface is a set of points with equal isovalue (h) { x : f(x) = h } Illustration by Stefan Roettger, University of Erlangen
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Marching Cubes Each corner of a cube is classified as above (black), or below (white), a given isovalue Vertices of surface is linearly interpolated along the edges Normals are computed using central differences and interpolated along the edges
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Marching Cubes
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Example application Studying medical datasets –MRI, CT scans
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Previous work
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Previous work Algorithmic acceleration Original marching cubes visits all cells in the dataset –O(N) in time complexity, N = number of cells However, an isosurface is expected to intersect only a fraction of the cells Efficient search structures can be used to store maximum and minimum value of each cell –Kd-tree O(√N + k), k = size of isosurface –Interval tree O(log N + k)
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Previous work GPU acceleration Restricted to tetrahedral cells –Marching tetrahedra Pascucci, 04 Klein et al, 04 Reck et al, 04 Cannot create/delete vertices on GPU –“Worst-case” strategy –Always fed 4 vertices (a quad) to the GPU
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Previous work GPU acceleration CPU tasks –Selects cell and sends data to GPU GPU tasks –Classifies cell –Interpolates surface vertices –Compute normals (per face) Bottleneck? –Data transfer CPU – GPU
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Previous work GPU acceleration Parallel to our work –Goetz et al, “Real-time marching cubes on the vertex shader”, 05 Classifies cell on both CPU and GPU Do not apply interval/Kd-trees Only computes face normals
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Previous work Traditional pipeline (with accelerating search structures)
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Previous work GPU accelerated pipeline (by Pascucci / Reck et al / Klein et al)
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Our approach
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Marching cubes on GPU: Basic challenges –Cannot create vertices on GPU –Too costly to send all possible triangulations (“worst-case” strategy)
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Our approach “Caching cell topology” –Store each case triangulation on the GPU using display lists –Classify cell on CPU and invoke corresponding display list –Minimize CPU – GPU bandwidth bottleneck by storing dataset on GPU
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Our approach “Caching cell topology”
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Our approach Display list stores corner indices Use indices for texture lookup Use values from texture to interpolate vertices and normals 0 7 6 5 4 3 2 1 (0,1) (0,3) (0,4)
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Our approach Case classification still a CPU bottleneck?
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Our approach Accelerate case classification by “pre-computing cell topology” Pre-compute possible cases for each cell Store all intervals with corresponding case in interval or Kd-tree
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Our approach “Case interval/Kd-tree” –Shifts case classification to pre-computation –Storage requirements increase for noisy dataset (as much as 7 times)
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Results
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First approach –Store dataset packed in 2D 1-channel float texture –Central differencing on GPU for normals –Results disappointing 1.2-1.6 speedup for Marching Cubes without accelerating structures Even decrease in speedup when using accelerating structures: GPU bottleneck
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Results Vertex texture support is currently poor –Only 2D 1/4–channel floats –High latency Central differencing –12 texture lookups per vertex normal 14 lookups in total for each vertex
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Results Second approach –Pre-compute normals and store dataset and normals packed in 2D 4-channel float texture –Only need 2 lookups for each vertex –Results improved Speedup of 3-4 times compared with CPU counterpart 128x128x128 “Hydrogen atom” dataset –Interval tree + CPU: 27 fps –Interval tree + GPU: 112 fps (4 times speedup)
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Conclusions Accelerating isosurface extraction using GPU –Cache all possible cell triangulations (cases) –Use CPU for classification –Use GPU for interpolation –Optimize CPU classification by pre-computing all possible cases (case interval/Kd-tree)
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Conclusions Applicable to any interpolant (in this work described using Marching Cubes) Current hardware impose restrictions –Float textures, high latency for vertex texture lookup
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Future work Move computation to fragment processor –More powerful than vertex processor –Better, more efficient texture support –Ability to download (to CPU) the extracted surface Optimize memory usage (texture/system) Apply to higher-order interpolants
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Thank you Acknowledgements: Thanks to UCD for funding
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