109 research outputs found
Interactive ray tracing for volume visualization
Journal ArticleWe present a brute-force ray tracing system for interactive volume visualization, The system runs on a conventional (distributed) shared-memory multiprocessor machine. For each pixel we trace a ray through a volume to compute the color for that pixel. Although this method has high intrinsic computational cost, its simplicity and scalability make it ideal for large datasets on current high-end parallel systems
Interactive isosurface ray tracing of time-varying tetrahedral volumes
Journal ArticleAbstract- We describe a system for interactively rendering isosurfaces of tetrahedral finite-element scalar fields using coherent ray tracing techniques on the CPU. By employing state-of-the art methods in polygonal ray tracing, namely aggressive packet/frustum traversal of a bounding volume hierarchy, we can accomodate large and time-varying unstructured data. In conjunction with this efficiency structure, we introduce a novel technique for intersecting ray packets with tetrahedral primitives. Ray tracing is flexible, allowing for dynamic changes in isovalue and time step, visualization of multiple isosurfaces, shadows, and depth-peeling transparency effects. The resulting system offers the intuitive simplicity of isosurfacing, guaranteed-correct visual results, and ultimately a scalable, dynamic and consistently interactive solution for visualizing unstructured volumes
MFA-DVR: Direct Volume Rendering of MFA Models
3D volume rendering is widely used to reveal insightful intrinsic patterns of
volumetric datasets across many domains. However, the complex structures and
varying scales of volumetric data can make efficiently generating high-quality
volume rendering results a challenging task. Multivariate functional
approximation (MFA) is a new data model that addresses some of the critical
challenges: high-order evaluation of both value and derivative anywhere in the
spatial domain, compact representation for large-scale volumetric data, and
uniform representation of both structured and unstructured data. In this paper,
we present MFA-DVR, the first direct volume rendering pipeline utilizing the
MFA model, for both structured and unstructured volumetric datasets. We
demonstrate improved rendering quality using MFA-DVR on both synthetic and real
datasets through a comparative study. We show that MFA-DVR not only generates
more faithful volume rendering than using local filters but also performs
faster on high-order interpolations on structured and unstructured datasets.
MFA-DVR is implemented in the existing volume rendering pipeline of the
Visualization Toolkit (VTK) to be accessible by the scientific visualization
community
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Volume MLS Ray Casting
The method of Moving Least Squares (MLS) is a popular framework for reconstructing continuous functions from scattered data due to its rich mathematical properties and well-understood theoretical foundations. This paper applies MLS to volume rendering, providing a unified mathematical framework for ray casting of scalar data stored over regular as well as irregular grids. We use the MLS reconstruction to render smooth isosurfaces and to compute accurate derivatives for high-quality shading effects. We also present a novel, adaptive preintegration scheme to improve the efficiency of the ray casting algorithm by reducing the overall number of function evaluations, and an efficient implementation of our framework exploiting modern graphics hardware. The resulting system enables high-quality volume integration and shaded isosurface rendering for regular and irregular volume data.Engineering and Applied Science
Time-varying volume visualization
Volume rendering is a very active research field in Computer Graphics because of its wide range of applications in various sciences, from medicine to flow mechanics. In this report, we survey a state-of-the-art on time-varying volume rendering. We state several basic concepts and then we establish several criteria to classify the studied works: IVR versus DVR, 4D versus 3D+time, compression techniques, involved architectures, use of parallelism and image-space versus object-space coherence. We also address other related problems as transfer functions and 2D cross-sections computation of time-varying volume data. All the papers reviewed are classified into several tables based on the mentioned classification and, finally, several conclusions are presented.Preprin
VolumeExplorer: Roaming Large Volumes to Couple Visualization and Data Processing for Oil and Gas Exploration
http://ieeexplore.ieee.org/In this paper, we present a volume roaming system dedicated to oil and gas exploration. Our system combines probe-based volume rendering with data processing and computing. The daily oil production and the estimation of the world proven-reserves directly affect the barrel price and have a strong impact on the economy. Among others, production and correct estimation are linked to the accuracy of the subsurface model used for predicting oil reservoirs shape and size. Geoscientists build this model from the interpretation of seismic data, i.e. 3D images of the subsurface obtained from geophysical surveys. Our system couples visualization and data processing for the interpretation of seismic data. It is based on volume roaming along with efficient volume paging to manipulate the multi-gigabyte data sets commonly acquired during seismic surveys. Our volume rendering lenses implement high quality pre-integrated volume rendering with accurate lighting. They use a generic multimodal volume rendering system that blends several volumes in the spirit of the ``stencil'' paradigm used in 2D painting programs. In addition, our system can interactively display non-polygonal isosurfaces painted with an attribute. Beside the visualization algorithms, automatic extraction of local features of the subsurface model also take full advantage of the volume paging
Isosurface Extraction in the Visualization Toolkit Using the Extrema Skeleton Algorithm
Generating isosurfaces is a very useful technique in data visualization for understanding the distribution of scalar data. Often, when the size of the data set is really large, as in the case with data produced by medical imaging applications, engineering simulations or geographic information systems applications, the use of traditional methods like marching cubes makes repeated generation of isosurfaces a very time consuming task. This thesis investigated the use of the Extrema Skeleton algorithm to speed up repeated isosurface generation in the visualization package, Visualization Toolkit (VTK). The objective was to reduce the number of non-isosurface cells visited to generate isosurfaces, and to compare the Extrema Skeleton method with the Marching Cubes method by monitoring parameters like time taken for the isosurfacing process and number of cells visited. The results of this investigation showed that the Extrema Skeleton method was faster for most of the datasets tested. For simple datasets with less than 10% isosurface cells and complex datasets with less than 5% isosurface cells, the Extrema Skeleton method was found to be significantly faster than the Marching Cubes method. The time gained by the Extrema Skeleton method for datasets with greater than 15% isosurface cells was found to be insignificant. Based on the results of this study, implementing the Extrema Skeleton method for the VTK software is a change worth making because typical VTK users deal with datasets for which the Extrema Skeleton method is significantly faster and also with datasets for which it is marginally faster than the Marching Cubes method
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