Efficient Volume Rendering on the Face Centered and Body Centered Cubic Grids

Total Page:16

File Type:pdf, Size:1020Kb

Efficient Volume Rendering on the Face Centered and Body Centered Cubic Grids UPTEC IT 12 013 Examensarbete 30 hp Augusti 2012 Efficient Volume Rendering on the Face Centered and Body Centered Cubic Grids Max Morén Abstract Efficient Volume Rendering on the Face Centered and Body Centered Cubic Grids Max Morén Teknisk- naturvetenskaplig fakultet UTH-enheten In volumetric visualization, the body centered cubic grid (BCC) and its reciprocal, the face centered cubic grid (FCC), are despite their good sampling properties not well Besöksadress: off regarding available rendering software and tools. Ångströmlaboratoriet Lägerhyddsvägen 1 Hus 4, Plan 0 Described in this thesis is the development of an extension for the volume rendering engine Voreen, implementing two recently presented GPU accelerated reconstruction Postadress: algorithms for these grids, along with a simple nearest neighbor method. These Box 536 751 21 Uppsala reconstruction methods replaces the trilinear reconstruction method used for data stored in a Cartesian cubic grid (CC). The goal is for the produced software to be Telefon: useful for efficiently visualizing results from experiments with the BCC and FCC grids 018 – 471 30 03 and thus help make such data easier to observe. Telefax: 018 – 471 30 00 The performance and rendering quality of the new raycasters is measured and compared to Voreen's existing Cartesian cubic ray caster. The experimental results Hemsida: show that the raycasters can render data in the BCC and FCC format at interactive http://www.teknat.uu.se/student frame rates while maintaining comparable visual quality. Handledare: Elisabeth Linnér Ämnesgranskare: Robin Strand Examinator: Arnold Pears ISSN: 1401-5749, UPTEC IT 12 013 Sammanfattning Inom volumetrisk visualisering är den mest använda sampelstrukturen utan tve- kan det kartesiska gittret. Denna struktur är kanske det enklaste sättet att lag- ra tredimensionella skalärfält och har använts länge. Det har dock visat sig att samplingsegenskaperna för denna typ av gitter är långt ifrån optimala i alla lä- gen. Det kubiska rymdcentrerade gittret (BCC) och dess dual, det kubiska yt- centrerade gittret (FCC), är betydligt bättre när det gäller samplingseffektivitet för bandbegränsade signaler. Trots detta är verktyg för att rendera data lagrad i dessa gitter svåra att hitta. I detta examensarbete utvecklas en tilläggsmodul för volymrenderingsprogram- met Voreen. Voreen är ett ramverk för att rendera volymetrisk data framförallt genom raycasting. Voreen byggs i detta arbete ut med nya komponenter för att utföra raycasting på data i BCC- och FCC-format användandes två nyligen pre- senterade rekonstruktionsmetoder. Dessa metoder ersätter den trilinjära rekon- struktionsmetoden som används för data lagrad i kartesisk struktur, och kan även de producera bilder i realtid. De nya komponenternas prestanda och bildkvalitet mäts och jämförs med den existerande kartesiska raycastern i Voreen. Resultaten visar att trots en viss skill- nad i prestanda kan den nya mjukvaran producera bilder i realtid för både BCC och FCC av kvalitet jämförbar kvalitet. v Acknowledgements I would like to thank my supervisor Elisabeth Linnér and reviewer Robin Strand for their great help and support. Thanks also to Fredrik Nysjö for taking a look at the shader code and answering my questions regarding GLSL. vii Contents 1 Introduction 1 1.1 Motivation ................................ 1 1.2 Why Voreen ............................... 2 1.3 Previous work .............................. 2 2 Background 3 2.1 The BCC and FCC grids ......................... 3 2.2 Direct volume rendering ........................ 3 2.2.1 Variants and enhancements .................. 5 2.3 Problem description ........................... 5 2.4 Raycasting in the BCC and FCC grids ................. 6 2.5 Reconstruction algorithms ....................... 6 2.6 Voreen’s architecture .......................... 6 3 Method and implementation 8 3.1 Steps provided by Voreen ........................ 8 3.2 Implementation ............................. 9 3.2.1 BCC DC-spline ......................... 11 3.2.2 FCC DC-spline ......................... 12 3.2.3 BCC linear box spline ..................... 15 3.2.4 BCC nearest neighbor ..................... 15 3.2.5 FCC nearest neighbor ..................... 15 3.3 Storage scheme ............................. 16 ix 3.3.1 Interleaved storage model ................... 16 3.3.2 Separate storage model ..................... 17 3.4 Gradient calculation ........................... 18 3.4.1 Inside Voreen .......................... 18 3.4.2 Externally ............................ 20 3.5 Module and processors ......................... 20 3.5.1 Step length compensation ................... 21 3.6 Utilities .................................. 21 3.7 Measuring performance ......................... 21 3.8 Measuring rendering quality ...................... 22 4 Results and discussion 25 4.1 Performance ............................... 25 4.2 Rendering quality ............................ 25 4.3 Discussion ................................ 30 4.3.1 Performance .......................... 30 4.3.2 Rendering quality ........................ 30 5 Conclusions 31 5.1 System requirements .......................... 31 5.2 Known issues .............................. 31 5.3 Future work ............................... 31 5.4 Conclusion ................................ 32 Appendices 36 A BCC fragment shader 36 B FCC fragment shader 39 x List of Figures 2.1 A BCC and an FCC voxel ........................ 4 2.2 Unit cells of the CC, BCC and FCC grid ................ 4 2.3 A minimal BCC raycasting network in Voreen ............. 7 3.1 Known and unknown values in the DC-spline model ......... 14 3.2 First order neighbors .......................... 19 3.3 Voreen network used for rendering quality analysis .......... 23 3.4 Example of images used in the rendering quality analysis ....... 24 4.1 CC and BCC performance comparison plot .............. 26 4.2 CC and FCC performance comparison plot .............. 27 4.3 Marschner-Lobb test signal renders .................. 28 4.4 Sphere rendering quality analysis plot ................. 29 xi List of Tables 3.1 Expensive operations of reconstruction algorithms .......... 9 3.2 Offsets of the Cartesian sub-grids ................... 10 3.3 Supported volume types in Voreen ................... 17 3.4 New volume types ............................ 18 xiii Acronyms BCC body centered cubic. xi, 1–10, 14, 16, 18, 19, 21–26, 28, 31, 32 CC Cartesian cubic. xi, 1–6, 9, 14, 19–22, 25–28, 30, 32 FCC face centered cubic. xi, 1–6, 8–10, 14, 16, 18, 19, 21, 22, 25, 27, 28, 31, 32 GPU graphics processing unit. 2, 5, 6, 8, 32 lerp linear interpolation. 8, 9, 32 RGBA red-green-blue-alpha. 5 RMSE root mean square error. 22 SOCD second-order central differencing. 18 xv Chapter 1 Introduction In visualization as well as many other areas of computational science, volumetric data is traditionally sampled and stored onto a Cartesian cubic (CC) grid. This data struc- ture is simple to handle and understand. Because it is so easily separable into two- dimensional or one-dimensional subsets, many things such as interpolation can be done by generalizing methods for lower-dimension Cartesian grids, e.g. the omnipresent two-dimensional Cartesian grid. Convenience, in other words, is among the biggest strengths of this type of grid. It has been shown however, that the sampling properties of the CC grid is far from op- timal in some settings. The body centered cubic (BCC) and face centered cubic (FCC) grids, three-dimensional grids corresponding to the two-dimensional hexagonal grid, has been shown to perform significantly better for band-limited signals. The results in [1] show that sampling such a signal onto a BCC grid provides the same visual quality when reconstructed with about 30% less sample points than the same signal sampled onto a CC grid. A downside of the non-Cartesian grids is their less than wide spread use, and therefore more limited tool support. In this thesis a module is developed for the volume rendering engine Voreen [2]. The module adds support for rendering both BCC and FCC volumes that can be used together with the feature rich framework Voreen provides. The performance and visual quality of the new raycasters and their different reconstruction methods is also measured and compared to the existing CC raycaster. 1.1 Motivation The purpose of this thesis is to create a simple tool for viewing data stored in BCC or FCC format in real time. The tool is aimed at anyone wishing to study and experiment with data in these grids. It is after all an important part of an experimental work flow to be able to see the results. 1 A known existing volume rendering framework is extended in hopes to make the tool flexible and accessible. The extension is made to fit in well with the other features of Voreen, and is therefore modeled after the existing Cartesian raycasters. Effort is also put into not interfering with other existing functionality when modifications have to be made. 1.2 Why Voreen Voreen was chosen as the platform previous to the start of this thesis work. It is a capable tool recommended by other scientists in this field. It is partially developed in Sweden, at Linköping University. Voreen’s web site [2] also states that it is designed to be flexible in allowing new visu- alization techniques to be integrated. It is written in C++ and has a well defined class hierarchy documented using Doxygen. For the user, Voreen also provides more than just standard raycasting. A variety of additional useful features
Recommended publications
  • Copyrighted Material
    1 The Duality of Peer Production Infrastructure for the Digital Commons, Free Labor for Free‐Riding Firms Mathieu O’Neil, Sophie Toupin, and Christian Pentzold 1 Introduction There never was a “tragedy of the commons”: Garrett Hardin’s overgrazing farmers were victims of a tragedy of self‐management, as they failed to collectively regulate, as equals, their common pasture. When Elinor Ostrom was awarded the Nobel Prize in Economics in 2009, the immemorial notion that there are only two types of goods in the world – private and public, coordinated by markets or the state – was finally put to rest. In the most general terms, peer producers are people who create and manage common‐pool resources together. It sometimes seems as if “peer production” and “digital commons” can be used interchangeably. Digital commons are non‐rivalrous (they can be reproduced at little or no cost) and non‐excludable (no‐one can prevent others from using them, through prop- erty rights for example). So, practically speaking, proprietary objects could be produced by equal “peers,” however we argue that peer production has a normative dimension, so that what chiefly char- acterizes this mode of production is that “the output is orientated towards the further expansion of the commons; while the commons, recursively, is the chief resource in this mode of production” (Söderberg & O’Neil, 2014, p. 2). Though there are many historical antecedents, the term “peer pro- duction,” as an object of public and scientific interest, is historically situated in the early 2000s.1 The meanings associated with a term that is deeply connected to the Internet as it was 20 years ago are bound to change.
    [Show full text]
  • The Efficacy of Concept Mapping As a Learning Tool in Life-Span Development Classes
    Perspectives In Learning Volume 17 | Number 1 Article 5 9-27-2018 The fficE acy of Concept Mapping as a Learning Tool in Life-Span Development Classes Joseph A. Mayo Gordon State College, [email protected] Follow this and additional works at: https://csuepress.columbusstate.edu/pil Part of the Psychology Commons Recommended Citation Mayo, J. A. (2018). The Efficacy of Concept Mapping as a Learning Tool in Life-Span Development Classes. Perspectives In Learning, 17 (1). Retrieved from https://csuepress.columbusstate.edu/pil/vol17/iss1/5 This Research is brought to you for free and open access by the Journals at CSU ePress. It has been accepted for inclusion in Perspectives In Learning by an authorized editor of CSU ePress. MAYO The Efficacy of Concept Mapping as a Learning Tool in Life-Span Development Classes Joseph A. Mayo Gordon State College Abstract The effectiveness of concept mapping on learning has been reported in research across a number of undergraduate disciplines. The purpose of the present investigation was to add to the existing literature on concept mapping in the teaching of psychology through systematic comparisons of learning in undergraduate life-span development classes. In one group, students completed concept-mapping assignments. In another group, they completed written assignments with features of relationship-identification shared with concept mapping. The combined results of quantitative and qualitative comparisons favored concept mapping over the more traditional learning assignments. Implications for future classroom research are discussed. Over a 12-year span beginning in the most abstract to increasingly more specific; late 1970s, Joseph D. Novak led a group of and cross-links are connections between researchers at Cornell University who initially discrete concepts in distant parts of pioneered concept mapping as a graphic the map that illustrate recognition of broad organizational and meta-learning strategy linkages within a topic (Mayo, 2010; Novak that assists in knowledge configuration (see & Cañas, 2008).
    [Show full text]
  • Realistic Modeling and Rendering of Plant Ecosystems
    Realistic modeling and rendering of plant ecosystems Oliver Deussen1 Pat Hanrahan2 Bernd Lintermann3 RadomÂõr MechÏ 4 Matt Pharr2 Przemyslaw Prusinkiewicz4 1 Otto-von-Guericke University of Magdeburg 2 Stanford University 3 The ZKM Center for Art and Media Karlsruhe 4 The University of Calgary Abstract grasslands, human-made environments, for instance parks and gar- dens, and intermediate environments, such as lands recolonized by Modeling and rendering of natural scenes with thousands of plants vegetation after forest ®res or logging. Models of these ecosystems poses a number of problems. The terrain must be modeled and plants have a wide range of existing and potential applications, including must be distributed throughout it in a realistic manner, re¯ecting the computer-assisted landscape and garden design, prediction and vi- interactions of plants with each other and with their environment. sualization of the effects of logging on the landscape, visualization Geometric models of individual plants, consistent with their po- of models of ecosystems for research and educational purposes, sitions within the ecosystem, must be synthesized to populate the and synthesis of scenes for computer animations, drive and ¯ight scene. The scene, which may consist of billions of primitives, must simulators, games, and computer art. be rendered ef®ciently while incorporating the subtleties of lighting Beautiful images of forests and meadows were created as early in a natural environment. as 1985 by Reeves and Blau [50] and featured in the computer We have developed a system built around a pipeline of tools that animation The Adventures of Andre and Wally B. [34]. Reeves and address these tasks.
    [Show full text]
  • Stardust: Accessible and Transparent GPU Support for Information Visualization Rendering
    Eurographics Conference on Visualization (EuroVis) 2017 Volume 36 (2017), Number 3 J. Heer, T. Ropinski and J. van Wijk (Guest Editors) Stardust: Accessible and Transparent GPU Support for Information Visualization Rendering Donghao Ren1, Bongshin Lee2, and Tobias Höllerer1 1University of California, Santa Barbara, United States 2Microsoft Research, Redmond, United States Abstract Web-based visualization libraries are in wide use, but performance bottlenecks occur when rendering, and especially animating, a large number of graphical marks. While GPU-based rendering can drastically improve performance, that paradigm has a steep learning curve, usually requiring expertise in the computer graphics pipeline and shader programming. In addition, the recent growth of virtual and augmented reality poses a challenge for supporting multiple display environments beyond regular canvases, such as a Head Mounted Display (HMD) and Cave Automatic Virtual Environment (CAVE). In this paper, we introduce a new web-based visualization library called Stardust, which provides a familiar API while leveraging GPU’s processing power. Stardust also enables developers to create both 2D and 3D visualizations for diverse display environments using a uniform API. To demonstrate Stardust’s expressiveness and portability, we present five example visualizations and a coding playground for four display environments. We also evaluate its performance by comparing it against the standard HTML5 Canvas, D3, and Vega. Categories and Subject Descriptors (according to ACM CCS):
    [Show full text]
  • The Table Lens: Merging Graphical and Symbolic Representations in an Interactive Focus+ Context Visualization for Tabular Information
    HumanFac(orsinComputingSystems CHI’94 0 “Celebra/i//ghrferdepende)~cc” The Table Lens: Merging Graphical and Symbolic Representations in an Interactive Focus+ Context Visualization for Tabular Information Ramana Rao and Stuart K. Card Xerox Palo Alto Research Center 3333 Coyote Hill Road Palo Alto, CA 94304 Gao,carcM@parc. xerox.com ABSTRACT (at cell size of 100 by 15 pixels, 82dpi). The Table Lens can We present a new visualization, called the Table Lens, for comfortably manage about 30 times as many cells and can visualizing and making sense of large tables. The visual- display up to 100 times as many cells in support of many ization uses a focus+ccmtext (fisheye) technique that works tasks. The scale advantage is obtained by using a so-called effectively on tabular information because it allows display “focus+context” or “fisheye” technique. These techniques of crucial label information and multiple distal focal areas. allow interaction with large information structures by dynam- In addition, a graphical mapping scheme for depicting table ically distorting the spatial layout of the structure according to contents has been developed for the most widespread kind the varying interest levels of its parts. The design of the Table of tables, the cases-by-variables table. The Table Lens fuses Lens technique has been guided by the particular properties symbolic and gaphical representations into a single coherent and uses of tables. view that can be fluidly adjusted by the user. This fusion and A second contribution of our work is the merging of graphical interactivity enables an extremely rich and natural style of representations directly into the process of table visualization direct manipulation exploratory data analysis.
    [Show full text]
  • Army Acquisition Workforce Dependency on E-Mail for Formal
    ARMY ACQUISITION WORKFORCE DEPENDENCY ON E-MAIL FOR FORMAL WORK COORDINATION: FINDINGS AND OPPORTUNITIES FOR WORKFORCE PERFORMANCE IMPROVEMENT THROUGH E-MAIL-BASED SOCIAL NETWORK ANALYSIS KENNETH A. LORENTZEN May 2013 PUBLISHED BY THE DEFENSE ACQUISITION UNIVERSITY PRESS PROJECT ADVISOR: BOB SKERTIC CAPITAL AND NORTHEAST REGION, DAU THE SENIOR SERVICE COLLEGE FELLOWSHIP PROGRAM ABERDEEN PROVING GROUND, MD PAGE LEFT BLANK INTENTIONALLY .ARMY ACQUISITION WORKFORCE DEPENDENCY ON E-MAIL FOR FORMAL WORK COORDINATION: FINDINGS AND OPPORTUNITIES FOR WORKFORCE PERFORMANCE IMPROVEMENT THROUGH E-MAIL-BASED SOCIAL NETWORK ANALYSIS KENNETH A. LORENTZEN May 2013 PUBLISHED BY THE DEFENSE ACQUISITION UNIVERSITY PRESS PROJECT ADVISOR: BOB SKERTIC CAPITAL AND NORTHEAST REGION, DAU THE SENIOR SERVICE COLLEGE FELLOWSHIP PROGRAM ABERDEEN PROVING GROUND, MD PAGE LEFT BLANK INTENTIONALLY ii Table of Contents Table of Contents ............................................................................................................................ ii List of Figures ................................................................................................................................ vi Abstract ......................................................................................................................................... vii Chapter 1—Introduction ................................................................................................................. 1 Background and Motivation .................................................................................................
    [Show full text]
  • Geotime As an Adjunct Analysis Tool for Social Media Threat Analysis and Investigations for the Boston Police Department Offeror: Uncharted Software Inc
    GeoTime as an Adjunct Analysis Tool for Social Media Threat Analysis and Investigations for the Boston Police Department Offeror: Uncharted Software Inc. 2 Berkeley St, Suite 600 Toronto ON M5A 4J5 Canada Business Type: Canadian Small Business Jurisdiction: Federally incorporated in Canada Date of Incorporation: October 8, 2001 Federal Tax Identification Number: 98-0691013 ATTN: Jenny Prosser, Contract Manager, [email protected] Subject: Acquiring Technology and Services of Social Media Threats for the Boston Police Department Uncharted Software Inc. (formerly Oculus Info Inc.) respectfully submits the following response to the Technology and Services of Social Media Threats RFP. Uncharted accepts all conditions and requirements contained in the RFP. Uncharted designs, develops and deploys innovative visual analytics systems and products for analysis and decision-making in complex information environments. Please direct any questions about this response to our point of contact for this response, Adeel Khamisa at 416-203-3003 x250 or [email protected]. Sincerely, Adeel Khamisa Law Enforcement Industry Manager, GeoTime® Uncharted Software Inc. [email protected] 416-203-3003 x250 416-708-6677 Company Proprietary Notice: This proposal includes data that shall not be disclosed outside the Government and shall not be duplicated, used, or disclosed – in whole or in part – for any purpose other than to evaluate this proposal. If, however, a contract is awarded to this offeror as a result of – or in connection with – the submission of this data, the Government shall have the right to duplicate, use, or disclose the data to the extent provided in the resulting contract. GeoTime as an Adjunct Analysis Tool for Social Media Threat Analysis and Investigations 1.
    [Show full text]
  • Volume Rendering
    Volume Rendering 1.1. Introduction Rapid advances in hardware have been transforming revolutionary approaches in computer graphics into reality. One typical example is the raster graphics that took place in the seventies, when hardware innovations enabled the transition from vector graphics to raster graphics. Another example which has a similar potential is currently shaping up in the field of volume graphics. This trend is rooted in the extensive research and development effort in scientific visualization in general and in volume visualization in particular. Visualization is the usage of computer-supported, interactive, visual representations of data to amplify cognition. Scientific visualization is the visualization of physically based data. Volume visualization is a method of extracting meaningful information from volumetric datasets through the use of interactive graphics and imaging, and is concerned with the representation, manipulation, and rendering of volumetric datasets. Its objective is to provide mechanisms for peering inside volumetric datasets and to enhance the visual understanding. Traditional 3D graphics is based on surface representation. Most common form is polygon-based surfaces for which affordable special-purpose rendering hardware have been developed in the recent years. Volume graphics has the potential to greatly advance the field of 3D graphics by offering a comprehensive alternative to conventional surface representation methods. The object of this thesis is to examine the existing methods for volume visualization and to find a way of efficiently rendering scientific data with commercially available hardware, like PC’s, without requiring dedicated systems. 1.2. Volume Rendering Our display screens are composed of a two-dimensional array of pixels each representing a unit area.
    [Show full text]
  • Vendorgraphs | DATA VISUALIZATION Samuel J Park | Liberty University | Thesis Thank You
    VENDORGraphs | DATA VISUALIZATION Samuel J Park | Liberty University | Thesis Thank you. Thank you to my professors and professional advisors that helped me in my design journey. I would especially like to thank my wife, Tina, and kids, for helping me complete this degree. I can’t thank you enough for your support and encouragement to help me get through this challeng- ing process. It’s been a crazy few years, but I will continue to strive in my educational and professional career to provide a better life for us. A thesis submitted to Liberty University for VENDORGraphs Master of Fine Arts in Studio and Digital Arts. DATA VISUALIZATION Samuel J Park | Liberty University | Thesis Monique Maloney Marvin Eans Monica Bruenjes Todd Smith VENDORGraphs | PART I Research CONTENTS INTRODUCTION OF RESEARCH 9 RESEARCH PROBLEM 11 RESEARCH STATEMENT 12 LITERATURE REVIEW 16 KNOWLEDGE GAP 27 RESEARCH METHODS 28 STAKEHOLDERS 36 RESEARCH IMPLICATIONS 41 CONCLUSION 42 https://www.storyblocks.com/stock-image/frustrated-young-busi- ness-man-r7vzg2dqowj6gtwvgr “I’ve got data, but I have no idea what it means or how to read it.” Greg Thompson, Dealership Owner TITLE & DESCRIPTION Creating a data visualization solution for automotive dealers to enhance sales performance. As many auto dealers use over 20 vendors per store, it is very difficult to keep track of vendor performance. Therefore, auto dealers need a tool that explains vendor performance through visual charts and graphs. VendorGraphs will meet this need. Currently, auto dealerships use Customer Relationship Management (CRM) tools to keep track of their marketing efforts. However, there is an over- whelming amount of data that managers have to filter through to understand what is going on.
    [Show full text]
  • Visualization in Multiobjective Optimization
    Final version Visualization in Multiobjective Optimization Bogdan Filipič Tea Tušar Tutorial slides are available at CEC Tutorial, Donostia - San Sebastián, June 5, 2017 http://dis.ijs.si/tea/research.htm Computational Intelligence Group Department of Intelligent Systems Jožef Stefan Institute Ljubljana, Slovenia 2 Contents Introduction A taxonomy of visualization methods Visualizing single approximation sets Introduction Visualizing repeated approximation sets Summary References 3 Introduction Introduction Multiobjective optimization problem Visualization in multiobjective optimization Minimize Useful for different purposes [14] f: X ! F • Analysis of solutions and solution sets f:(x ;:::; x ) 7! (f (x ;:::; x );:::; f (x ;:::; x )) 1 n 1 1 n m 1 n • Decision support in interactive optimization • Analysis of algorithm performance • X is an n-dimensional decision space ⊆ Rm ≥ • F is an m-dimensional objective space (m 2) Visualizing solution sets in the decision space • Problem-specific ! Conflicting objectives a set of optimal solutions • If X ⊆ Rm, any method for visualizing multidimensional • Pareto set in the decision space solutions can be used • Pareto front in the objective space • Not the focus of this tutorial 4 5 Introduction Introduction Visualization can be hard even in 2-D Stochastic optimization algorithms Visualizing solution sets in the objective space • Single run ! single approximation set • Interested in sets of mutually nondominated solutions called ! approximation sets • Multiple runs multiple approximation sets • Different
    [Show full text]
  • Efficiently Using Graphics Hardware in Volume Rendering Applications
    Efficiently Using Graphics Hardware in Volume Rendering Applications Rudiger¨ Westermann, Thomas Ertl Computer Graphics Group Universitat¨ Erlangen-Nurnber¨ g, Germany Abstract In this paper we are dealing with the efficient generation of a visual representation of the information present in volumetric data OpenGL and its extensions provide access to advanced per-pixel sets. For scalar-valued volume data two standard techniques, the operations available in the rasterization stage and in the frame rendering of iso-surfaces, and the direct volume rendering, have buffer hardware of modern graphics workstations. With these been developed to a high degree of sophistication. However, due to mechanisms, completely new rendering algorithms can be designed the huge number of volume cells which have to be processed and and implemented in a very particular way. In this paper we extend to the variety of different cell types only a few approaches allow the idea of extensively using graphics hardware for the rendering of parameter modifications and navigation at interactive rates for real- volumetric data sets in various ways. First, we introduce the con- istically sized data sets. To overcome these limitations we provide cept of clipping geometries by means of stencil buffer operations, a basis for hardware accelerated interactive visualization of both and we exploit pixel textures for the mapping of volume data to iso-surfaces and direct volume rendering on arbitrary topologies. spherical domains. We show ways to use 3D textures for the ren- Direct volume rendering tries to convey a visual impression of dering of lighted and shaded iso-surfaces in real-time without ex- the complete 3D data set by taking into account the emission and tracting any polygonal representation.
    [Show full text]
  • Inviwo — a Visualization System with Usage Abstraction Levels
    IEEE TRANSACTIONS ON VISUALIZATION AND COMPUTER GRAPHICS, VOL X, NO. Y, MAY 2019 1 Inviwo — A Visualization System with Usage Abstraction Levels Daniel Jonsson,¨ Peter Steneteg, Erik Sunden,´ Rickard Englund, Sathish Kottravel, Martin Falk, Member, IEEE, Anders Ynnerman, Ingrid Hotz, and Timo Ropinski Member, IEEE, Abstract—The complexity of today’s visualization applications demands specific visualization systems tailored for the development of these applications. Frequently, such systems utilize levels of abstraction to improve the application development process, for instance by providing a data flow network editor. Unfortunately, these abstractions result in several issues, which need to be circumvented through an abstraction-centered system design. Often, a high level of abstraction hides low level details, which makes it difficult to directly access the underlying computing platform, which would be important to achieve an optimal performance. Therefore, we propose a layer structure developed for modern and sustainable visualization systems allowing developers to interact with all contained abstraction levels. We refer to this interaction capabilities as usage abstraction levels, since we target application developers with various levels of experience. We formulate the requirements for such a system, derive the desired architecture, and present how the concepts have been exemplary realized within the Inviwo visualization system. Furthermore, we address several specific challenges that arise during the realization of such a layered architecture, such as communication between different computing platforms, performance centered encapsulation, as well as layer-independent development by supporting cross layer documentation and debugging capabilities. Index Terms—Visualization systems, data visualization, visual analytics, data analysis, computer graphics, image processing. F 1 INTRODUCTION The field of visualization is maturing, and a shift can be employing different layers of abstraction.
    [Show full text]