3 research outputs found

    Exploiting spatial and temporal coherence in GPU-based volume rendering

    Full text link
    Effizienz spielt eine wichtige Rolle bei der Darstellung von Volumendaten, selbst wenn leistungsstarke Grafikhardware zur Verfügung steht, da steigende Datensatzgrößen und höhere Anforderungen an Visualisierungstechniken Fortschritte bei Grafikprozessoren ausgleichen. In dieser Dissertation wird untersucht, wie räumliche und zeitliche Kohärenz in Volumendaten zur Optimierung von Volumenrendering genutzt werden kann. Es werden mehrere neue Ansätze für statische und zeitvariante Daten eingeführt, die verschieden Arten von Kohärenz in verschiedenen Stufen der Volumenrendering-Pipeline ausnutzen. Zu den vorgestellten Beschleunigungstechniken gehört Empty Space Skipping mittels Occlusion Frustums, eine auf Slabs basierende Cachestruktur für Raycasting und ein verlustfreies Kompressionsscheme für zeitvariante Daten. Die Algorithmen wurden zur Verwendung mit GPU-basiertem Volumen-Raycasting entworfen und nutzen die Fähigkeiten moderner Grafikprozessoren, insbesondere Stream Processing. Efficiency is a key aspect in volume rendering, even if powerful graphics hardware is employed, since increasing data set sizes and growing demands on visualization techniques outweigh improvements in graphics processor performance. This dissertation examines how spatial and temporal coherence in volume data can be used to optimize volume rendering. Several new approaches for static as well as for time-varying data sets are introduced, which exploit different types of coherence in different stages of the volume rendering pipeline. The presented acceleration algorithms include empty space skipping using occlusion frustums, a slab-based cache structure for raycasting, and a lossless compression scheme for time-varying data. The algorithms were designed for use with GPU-based volume raycasting and to efficiently exploit the features of modern graphics processors, especially stream processing

    Unwind: Interactive Fish Straightening

    Full text link
    The ScanAllFish project is a large-scale effort to scan all the world's 33,100 known species of fishes. It has already generated thousands of volumetric CT scans of fish species which are available on open access platforms such as the Open Science Framework. To achieve a scanning rate required for a project of this magnitude, many specimens are grouped together into a single tube and scanned all at once. The resulting data contain many fish which are often bent and twisted to fit into the scanner. Our system, Unwind, is a novel interactive visualization and processing tool which extracts, unbends, and untwists volumetric images of fish with minimal user interaction. Our approach enables scientists to interactively unwarp these volumes to remove the undesired torque and bending using a piecewise-linear skeleton extracted by averaging isosurfaces of a harmonic function connecting the head and tail of each fish. The result is a volumetric dataset of a individual, straight fish in a canonical pose defined by the marine biologist expert user. We have developed Unwind in collaboration with a team of marine biologists: Our system has been deployed in their labs, and is presently being used for dataset construction, biomechanical analysis, and the generation of figures for scientific publication

    REAL-TIME RENDERING OF WEATHER-RELATED PHENOMENA IN DIGITAL 3D URBAN MODELS

    No full text
    Abstract: General interest in visualizations of digital 3D city models is growing rapidly, and several applications are already available that display such models very realistically. Many authors have emphasized the importance of the effects of realistic illumination for computer generated images, and this applies especially to the context of 3D city visualization. However, current 3D city visualization applications rarely implement techniques for achieving realistic illumination, in particular the effects caused by current weather-related phenomena. At most, some geospatial visualization systems render artificial skies—sometimes with a georeferenced determination of the sun position—to give the user the impression of a real sky. However, such artificial renderings are not sufficient for real simulation purposes. In this paper we present techniques to augment visualizations of digital 3D city models with real-time display of georeferenced meteorological phenomena. For this purpose we retrieve weather information from different sources, i. e., real-time images from cameras and radar data from web-based weather services, and we use this information in the rendering process for realistic visualization of different weather-related issues, such as clouds, rain, fog, etc. Our approach is not limited to a specific setup, and we have evaluated the results in a user study presented in this paper.
    corecore