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Use of Silhouette Edges and Ambient Occlusion in Particle Visualization James L. Bigler School of Computing August 16, 2004 Oral defense of
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Outline Motivation and Introduction Ambient Occlusion Shading Silhouette Edges Conclusions and Future Work
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Phong Shaded
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With Silhouettes
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With Ambient Occlusion
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Silhouettes With Ambient Occlusion and Silhouettes
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Why Particle Visualization? MacroMicroCrop by value
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Material Point Method AB C D
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How are Particles Visualized?
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Local Lighting Models Good for local (micro) structure, bad for global (macro) structure.
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Shadows
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Global Illumination Variation in ambient regions Soft shadows Interreflection of light between surfaces
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Acceleration Schemes Ward et al. Greger et al.
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Wyman Global Illumination for Interactive Isosurfaces Wyman et al. cached global illumination values on a grid. Goal was to maintain interactivity during rendering.
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Ambient Occlusion or Obscurances Zhukov et al. Iones et al. Precomputed Stored as textures Geometric property
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Vicinity Shading James Stewart Similar to Wyman, precomputes and stores in a texture volume for later use in interactive applications.
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Silhouette Edges Gooch et al. (“Interactive technical illustration) –OpenGL based method (polygonal based) –Environment map (angle between normal and eye) –Polygon by polygon software method Object based methods not appropriate for particles
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Silhouette Edges from Depth Buffer Usually black, emphasizes view dependent hull of objects Saito and Takahashi (“Comprehensible Rendering of 3-D Shapes”) –Cache various aspects of the rendered image –Use depth and convolution to find silhouette edges
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Particle Ray Tracing Parker et al. show in “Interactive ray tracing” that large numbers of particles can interactively be rendered using a parallel ray tracer.
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Outline Motivation and Introduction Ambient Occlusion Shading Silhouette Edges Conclusions and Future Work
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Ambient Occlusion
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Texture Mapping Common globe uv mapping
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Texture Generation cosine distribution
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Texture Resolution 16x16 provides a nice compromise –Fidelity –Memory –Computation time
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Dilation
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How Does This Happen? Linear interpolation is the culprit! Inside Outside
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How Is This Fixed? Inside Outside Dilation based on value only would results in lightening all dark areas.
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Inside or Outside Inside Outside Only the “inside” texels should be changed. A way to determine if a texel is “inside” is needed.
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Inside Texel Detection
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Proper Dilation Inside Outside Now only “inside” texels are dilated.
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Dilation Performed
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Render Phase Texture and sphere data loaded in Sphere ID used to lookup corresponding texture Removing textures seams
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Precomputation Time and Memory Using 20 R14K processors on an SGI Origin 3800 (muse.sci.utah.edu). Textures were 16x16 with 49 samples per texel. 955,000 66 min. 233 MB 952,755 261 min. 232 MB 543,088 33 min. 132 MB 7,157,720 12 hours 1,747 MB Fireball Bullet Foam
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Impact on Performance 10% slower than direct lighting alone. However, using only the ambient occlusion values can yield as good as or better performance than direct lighting alone. Direct lightingDL with TexturesTextures w/o DL Fireball 616.43 f/s14.97 f/s16.75 f/s Fireball 1110.55 f/s9.59 f/s10.16 f/s Cylinder 613.32 f/s12.15 f/s13.37 f/s Cylinder 2211.71 f/s10.94 f/s11.75 f/s Bullet 228.17 f/s25.59 f/s28.79 f/s Bullet 1228.76 f/s25.71 f/s28.41 f/s
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Images Direct Lighting only Direct lighting with ambient occlusion textures Ambient occlusion textures only Cylinder 22Bullet 6Fireball 11
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Impact on Performance 10% slower than direct lighting alone. However, using only the ambient occlusion values can yield as good as or better performance than direct lighting alone. Direct lightingDL with TexturesTextures w/o DL Fireball 616.43 f/s14.97 f/s16.75 f/s Fireball 1110.55 f/s9.59 f/s10.16 f/s Cylinder 613.32 f/s12.15 f/s13.37 f/s Cylinder 2211.71 f/s10.94 f/s11.75 f/s Bullet 228.17 f/s25.59 f/s28.79 f/s Bullet 1228.76 f/s25.71 f/s28.41 f/s
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Results Movie 1 (show off some data sets)Movie 1 Movie 2 (use with direct lighting and shadows)Movie 2
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Outline Motivation and Introduction Ambient Occlusion Shading Silhouette Edges Conclusions and Future Work
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Silhouette Edges Two options –Precomputation (object based) –Run time Object based Image based
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Ingredients for Edges Image buffer Depth buffer Edge detection kernel Threshold for zero crossings 8 Laplacian kernel
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Threshold Edge Response
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Anatomy of a ray If a and |b| are the same for each pixel we can use the collection of t as a depth buffer. Depth Buffer p(t) = a + tb t
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Movies Movie 1 (Varying the threshold and changing the view point and field of view)Movie 1 Movie 2 (Time varying data)Movie 2
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Performance WithoutWith A17.064 f/s16.056 f/s B2.220 f/s2.179 f/s C2.220 f/s2.197 f/s D1.155 f/s1.162 f/s E2.683 f/s2.632 f/s A BC DE
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Outline Motivation and Introduction Ambient Occlusion Shading Silhouette Edges Conclusions and Future Work
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Ambient Occlusion Shows macroscopic structure well Renderings are still interactive Precomputation time is reasonable, but still expensive. Issues with Time-Dependent Visualization
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Future Work for Ambient Occlusion Compress the textures to save memory Reduce the texture generation time –Smaller textures –Better acceleration structures for ray intersections –Look for occlusions in a predefined radius, rather than the whole volume –View dependent texture generation Update textures during cropping
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Silhouette Edges No precomputation time required Image based method developed has little impact on rendering time Intuitive user control for selection of how many silhouettes to view Improved visualization of structure
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Future Work for Silhouette Edges Edges of silhouettes are aliased. Gray levels or varying thickness to indicate degrees of discontinuities in depth. How to appropriately apply silhouette edges to multi-sampled renderings.
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Thanks Laura My family My committee: Chuck, Steve, & Pete The folks at SCI DOE, C-SAFE Friends along the way
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Questions?
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