403,898 research outputs found

    An Overview of Rendering from Volume Data --- including Surface and Volume Rendering

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    Volume rendering is a title often ambiguously used in science. One meaning often quoted is: `to render any three volume dimensional data set'; however, within this categorisation `surface rendering'' is contained. Surface rendering is a technique for visualising a geometric representation of a surface from a three dimensional volume data set. A more correct definition of Volume Rendering would only incorporate the direct visualisation of volumes, without the use of intermediate surface geometry representations. Hence we state: `Volume Rendering is the Direct Visualisation of any three dimensional Volume data set; without the use of an intermediate geometric representation for isosurfaces'; `Surface Rendering is the Visualisation of a surface, from a geometric approximation of an isosurface, within a Volume data set'; where an isosurface is a surface formed from a cross connection of data points, within a volume, of equal value or density. This paper is an overview of both Surface Rendering and Volume Rendering techniques. Surface Rendering mainly consists of contouring lines over data points and triangulations between contours. Volume rendering methods consist of ray casting techniques that allow the ray to be cast from the viewing plane into the object and the transparency, opacity and colour calculated for each cell; the rays are often cast until an opaque object is `hit' or the ray exits the volume

    Drishti, a volume exploration and presentation tool

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    Among several rendering techniques for volumetric data, direct volume rendering is a powerful visualization tool for a wide variety of applications. This paper describes the major features of hardware based volume exploration and presentation tool - Drishti. The word, Drishti, stands for vision or insight in Sanskrit, an ancient Indian language. Drishti is a cross-platform open-source volume rendering system that delivers high quality, state of the art renderings. The features in Drishti include, though not limited to, production quality rendering, volume sculpting, multi-resolution zooming, transfer function blending, profile generation, measurement tools, mesh generation, stereo/anaglyph/crosseye renderings. Ultimately, Drishti provides an intuitive and powerful interface for choreographing animations

    Multiprocessor Iso-surface Volume Rendering

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    The rendering of iso-surfaces in a scalar 3D dataset can be performed with a new algorithm, called iso surface volume rendering. This algorithm does not introduce sampling artifacts or artifacts due to triangularization. The risk to skip very small details by insufficient re-sampling is also eliminated. Another advantage is its speed compared to conventional volume rendering. So far we achieved speeds in the order of ten frames per second on advanced CPU's. The multiprocessor implementation of this new algorithm uses a division of the voxel data into multiple cubes. These cubes are the basis for distributing the workload onto several processors. A scheduler process is running to perform the distribution of the workload. During the distribution of the workload the scheduler also eliminates the need to render invisible parts of the dataset. This reduces the part of the dataset which must be processed to one third of the original dataset for typical applications. Another major advantage of the scheduling algorithm is that the communication overhead is reduced by a factor of ten to twenty, which allows for the efficient use of many processors

    VolumeEVM: A new surface/volume integrated model

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    Volume visualization is a very active research area in the field of scien-tific visualization. The Extreme Vertices Model (EVM) has proven to be a complete intermediate model to visualize and manipulate volume data using a surface rendering approach. However, the ability to integrate the advantages of surface rendering approach with the superiority in visual exploration of the volume rendering would actually produce a very complete visualization and edition system for volume data. Therefore, we decided to define an enhanced EVM-based model which incorporates the volumetric information required to achieved a nearly direct volume visualization technique. Thus, VolumeEVM was designed maintaining the same EVM-based data structure plus a sorted list of density values corresponding to the EVM-based VoIs interior voxels. A function which relates interior voxels of the EVM with the set of densities was mandatory to be defined. This report presents the definition of this new surface/volume integrated model based on the well known EVM encoding and propose implementations of the main software-based direct volume rendering techniques through the proposed model.Postprint (published version

    Cross-Platform Presentation of Interactive Volumetric Imagery

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    Volume data is useful across many disciplines, not just medicine. Thus, it is very important that researchers have a simple and lightweight method of sharing and reproducing such volumetric data. In this paper, we explore some of the challenges associated with volume rendering, both from a classical sense and from the context of Web3D technologies. We describe and evaluate the pro- posed X3D Volume Rendering Component and its associated styles for their suitability in the visualization of several types of image data. Additionally, we examine the ability for a minimal X3D node set to capture provenance and semantic information from outside ontologies in metadata and integrate it with the scene graph

    Speeding up rendering of hybrid surface and volume models

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    Hybrid rendering of volume and polygonal model is an interesting feature of visualization systems, since it helps users to better understand the relationships between internal structures of the volume and fitted surfaces as well as external surfaces. Most of the existing bibliography focuses at the problem of correctly integrating in depth both types of information. The rendering method proposed in this paper is built on these previous results. It is aimed at solving a different problem: how to efficiently access to selected information of a hybrid model. We propose to construct a decision tree (the Rendering Decision Tree), which together with an auxiliary run-length representation of the model avoids visiting unselected surfaces and internal regions during a traversal of the model.Postprint (published version

    Interactive Visualization of the Largest Radioastronomy Cubes

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    3D visualization is an important data analysis and knowledge discovery tool, however, interactive visualization of large 3D astronomical datasets poses a challenge for many existing data visualization packages. We present a solution to interactively visualize larger-than-memory 3D astronomical data cubes by utilizing a heterogeneous cluster of CPUs and GPUs. The system partitions the data volume into smaller sub-volumes that are distributed over the rendering workstations. A GPU-based ray casting volume rendering is performed to generate images for each sub-volume, which are composited to generate the whole volume output, and returned to the user. Datasets including the HI Parkes All Sky Survey (HIPASS - 12 GB) southern sky and the Galactic All Sky Survey (GASS - 26 GB) data cubes were used to demonstrate our framework's performance. The framework can render the GASS data cube with a maximum render time < 0.3 second with 1024 x 1024 pixels output resolution using 3 rendering workstations and 8 GPUs. Our framework will scale to visualize larger datasets, even of Terabyte order, if proper hardware infrastructure is available.Comment: 15 pages, 12 figures, Accepted New Astronomy July 201

    Frequency Analysis of Gradient Estimators in Volume Rendering

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    Gradient information is used in volume rendering to classify and color samples along a ray. In this paper, we present an analysis of the theoretically ideal gradient estimator and compare it to some commonly used gradient estimators. A new method is presented to calculate the gradient at arbitrary sample positions, using the derivative of the interpolation filter as the basis for the new gradient filter. As an example, we will discuss the use of the derivative of the cubic spline. Comparisons with several other methods are demonstrated. Computational efficiency can be realized since parts of the interpolation computation can be leveraged in the gradient estimatio
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