Overview of Volume Rendering (Chapter for the Visualization Handbook, Eds
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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): -
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. -
Advanced Computer Graphics to Do Motivation Real-Time Rendering
To Do Advanced Computer Graphics § Assignment 2 due Feb 19 § Should already be well on way. CSE 190 [Winter 2016], Lecture 12 § Contact us for difficulties etc. Ravi Ramamoorthi http://www.cs.ucsd.edu/~ravir Motivation Real-Time Rendering § Today, create photorealistic computer graphics § Goal: interactive rendering. Critical in many apps § Complex geometry, lighting, materials, shadows § Games, visualization, computer-aided design, … § Computer-generated movies/special effects (difficult or impossible to tell real from rendered…) § Until 10-15 years ago, focus on complex geometry § CSE 168 images from rendering competition (2011) § § But algorithms are very slow (hours to days) Chasm between interactivity, realism Evolution of 3D graphics rendering Offline 3D Graphics Rendering Interactive 3D graphics pipeline as in OpenGL Ray tracing, radiosity, photon mapping § Earliest SGI machines (Clark 82) to today § High realism (global illum, shadows, refraction, lighting,..) § Most of focus on more geometry, texture mapping § But historically very slow techniques § Some tweaks for realism (shadow mapping, accum. buffer) “So, while you and your children’s children are waiting for ray tracing to take over the world, what do you do in the meantime?” Real-Time Rendering SGI Reality Engine 93 (Kurt Akeley) Pictures courtesy Henrik Wann Jensen 1 New Trend: Acquired Data 15 years ago § Image-Based Rendering: Real/precomputed images as input § High quality rendering: ray tracing, global illumination § Little change in CSE 168 syllabus, from 2003 to -
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. -
Graphics Pipeline and Rasterization
Graphics Pipeline & Rasterization Image removed due to copyright restrictions. MIT EECS 6.837 – Matusik 1 How Do We Render Interactively? • Use graphics hardware, via OpenGL or DirectX – OpenGL is multi-platform, DirectX is MS only OpenGL rendering Our ray tracer © Khronos Group. All rights reserved. This content is excluded from our Creative Commons license. For more information, see http://ocw.mit.edu/help/faq-fair-use/. 2 How Do We Render Interactively? • Use graphics hardware, via OpenGL or DirectX – OpenGL is multi-platform, DirectX is MS only OpenGL rendering Our ray tracer © Khronos Group. All rights reserved. This content is excluded from our Creative Commons license. For more information, see http://ocw.mit.edu/help/faq-fair-use/. • Most global effects available in ray tracing will be sacrificed for speed, but some can be approximated 3 Ray Casting vs. GPUs for Triangles Ray Casting For each pixel (ray) For each triangle Does ray hit triangle? Keep closest hit Scene primitives Pixel raster 4 Ray Casting vs. GPUs for Triangles Ray Casting GPU For each pixel (ray) For each triangle For each triangle For each pixel Does ray hit triangle? Does triangle cover pixel? Keep closest hit Keep closest hit Scene primitives Pixel raster Scene primitives Pixel raster 5 Ray Casting vs. GPUs for Triangles Ray Casting GPU For each pixel (ray) For each triangle For each triangle For each pixel Does ray hit triangle? Does triangle cover pixel? Keep closest hit Keep closest hit Scene primitives It’s just a different orderPixel raster of the loops! -
Sun Opengl 1.3 for Solaris Implementation and Performance Guide
Sun™ OpenGL 1.3 for Solaris™ Implementation and Performance Guide Sun Microsystems, Inc. www.sun.com Part No. 817-2997-11 November 2003, Revision A Submit comments about this document at: http://www.sun.com/hwdocs/feedback Copyright 2003 Sun Microsystems, Inc., 4150 Network Circle, Santa Clara, California 95054, U.S.A. All rights reserved. Sun Microsystems, Inc. has intellectual property rights relating to technology that is described in this document. In particular, and without limitation, these intellectual property rights may include one or more of the U.S. patents listed at http://www.sun.com/patents and one or more additional patents or pending patent applications in the U.S. and in other countries. This document and the product to which it pertains are distributed under licenses restricting their use, copying, distribution, and decompilation. No part of the product or of this document may be reproduced in any form by any means without prior written authorization of Sun and its licensors, if any. Third-party software, including font technology, is copyrighted and licensed from Sun suppliers. Parts of the product may be derived from Berkeley BSD systems, licensed from the University of California. UNIX is a registered trademark in the U.S. and in other countries, exclusively licensed through X/Open Company, Ltd. Sun, Sun Microsystems, the Sun logo, SunSoft, SunDocs, SunExpress, and Solaris are trademarks, registered trademarks, or service marks of Sun Microsystems, Inc. in the U.S. and other countries. All SPARC trademarks are used under license and are trademarks or registered trademarks of SPARC International, Inc. -
A Survey of Algorithms for Volume Visualization
A Survey of Algorithms for Volume Visualization T. Todd Elvins Advanced Scientific Visualization Laboratory San Diego Supercomputer Center "... in 10 years, all rendering will be volume rendering." Jim Kajiya at SIGGRAPH '91 Many computer graphics programmers are working in the area is given in [Fren89]. Advanced topics in medical volume of scientific visualization. One of the most interesting and fast- visualization are covered in [Hohn90][Levo90c]. growing areas in scientific visualization is volume visualization. Volume visualization systems are used to create high-quality Furthering scientific insight images from scalar and vector datasets defined on multi- dimensional grids, usually for the purpose of gaining insight into a This section introduces the reader to the field of volume scientific problem. Most volume visualization techniques are visualization as a subfield of scientific visualization and discusses based on one of about five foundation algorithms. These many of the current research areas in both. algorithms, and the background necessary to understand them, are described here. Pointers to more detailed descriptions, further Challenges in scientific visualization reading, and advanced techniques are also given. Scientific visualization uses computer graphics techniques to help give scientists insight into their data [McCo87] [Brod91]. Introduction Insight is usually achieved by extracting scientifically meaningful information from numerical descriptions of complex phenomena The following is an introduction to the fast-growing field of through the use of interactive imaging systems. Scientists need volume visualization for the computer graphics programmer. these systems not only for their own insight, but also to share their Many computer graphics techniques are used in volume results with their colleagues, the institutions that support the visualization. -
Statistically Quantitative Volume Visualization
Statistically Quantitative Volume Visualization Joe M. Kniss∗ Robert Van Uitert† Abraham Stephens‡ Guo-Shi Li§ Tolga Tasdizen University of Utah National Institutes of Health University of Utah University of Utah University of Utah Charles Hansen¶ University of Utah Abstract Visualization users are increasingly in need of techniques for assessing quantitative uncertainty and error in the im- ages produced. Statistical segmentation algorithms compute these quantitative results, yet volume rendering tools typi- cally produce only qualitative imagery via transfer function- based classification. This paper presents a visualization technique that allows users to interactively explore the un- certainty, risk, and probabilistic decision of surface bound- aries. Our approach makes it possible to directly visual- A) Transfer Function-based Classification B) Unsupervised Probabilistic Classification ize the combined ”fuzzy” classification results from multi- ple segmentations by combining these data into a unified Figure 1: A comparison of transfer function-based classification ver- probabilistic data space. We represent this unified space, sus data-specific probabilistic classification. Both images are based the combination of scalar volumes from numerous segmen- on T1 MRI scans of a human head and show fuzzy classified white- tations, using a novel graph-based dimensionality reduction matter, gray-matter, and cerebro-spinal fluid. Subfigure A shows the scheme. The scheme both dramatically reduces the dataset results of classification using a carefully designed 2D transfer func- size and is suitable for efficient, high quality, quantitative tion based on data value and gradient magnitude. Subfigure B shows visualization. Lastly, we show that the statistical risk aris- a visualization of the data classified using a fully automatic, atlas- ing from overlapping segmentations is a robust measure for based method that infers class statistics using minimum entropy, visualizing features and assigning optical properties. -
Volume Rendering
Computer Graphics - Volume Rendering - Hendrik Lensch [a couple of slides thanks to Holger Theisel] Computer Graphics WS07/08 – Volume Rendering Overview • Last Week – Subdivision Surfaces • on Sunday – Ida Helene • Today – Volume Rendering • until tomorrow: Evaluate this lecture on http://frweb.cs.uni-sb.de/03.Studium/08.Eva/ Computer Graphics WS07/08 – Volume Rendering 2 Motivation • Applications – Fog, smoke, clouds, fire, water, … – Scientific/medical visualization: CT, MRI – Simulations: Fluid flow, temperature, weather, ... – Subsurface scattering • Effects in Participating Media – Absorption – Emission –Scattering • Out-scattering • In-scattering • Literature – Klaus Engel et al., Real-time Volume Graphics, AK Peters – Paul Suetens, Fundamentals of Medical Imaging, Cambridge University Press Computer Graphics WS07/08 – Volume Rendering Motivation Volume Rendering • Examples of volume visualization: 4 Computer Graphics WS07/08 – Volume Rendering Direct Volume Rendering Computer Graphics WS07/08 – Volume Rendering Volume Acquisition Computer Graphics WS07/08 – Volume Rendering Direct Volume Rendering 7 Computer Graphics WS07/08 – Volume Rendering Direct Volume Rendering • Shear-Warp factorization (Lacroute/Levoy 94) 8 Computer Graphics WS07/08 – Volume Rendering Volume Representations • Cells and voxels voxels: represent cells: represent homogeneous areas inhomogeneous areas 9 Computer Graphics WS07/08 – Volume Rendering Volume Representations • Cells and voxels voxels: represent cells: represent homogeneous areas inhomogeneous areas -
A Survey of Volumetric Visualization Techniques for Medical Images
International Journal of Research Studies in Computer Science and Engineering (IJRSCSE) Volume 2, Issue 4, April 2015, PP 34-39 ISSN 2349-4840 (Print) & ISSN 2349-4859 (Online) www.arcjournals.org A Survey of Volumetric Visualization Techniques for Medical Images S. Jagadesh Babu Vidya Vikas Institute of Technology, Chevella, Hyderabad, India Abstract: Medical Image Visualization provides a better visualization for doctors in clinical diagnosis, surgery operation, leading treatment and so on. It aims at a visual representation of the full dataset, of all images at the same time. The main issue is to select the most appropriate image rendering method, based on the acquired data and the medical relevance. The paper presents a review of some significant work in the area of volumetric visualization. An overview of various algorithms and analysis are provided with their assumptions, advantages and limitations, so that the user can choose the better technique to detect particular defects in any small region of the body parts which helps the doctors for more accurate and proper diagnosis of different medical ailments. Keywords: Medical Imaging, Volume Visualization, Isosurface, Surface Extraction, Direct Volume Rendering. 1. INTRODUCTION Visualization in medicine or medical visualization [1] is a special area of scientific visualization that established itself as a research area in the late 1980s. Medical visualization [1,9] is based on computer graphics, which provide representations to store 3D geometry and efficient algorithms to render such representations. Additional influence comes from image processing, which basically defined the field of medical image analysis (MIA). MIA, however, is originally the processing of 2D images, while its 3D extension was traditionally credited to medical visualization. -
Projective Texture Mapping with Full Panorama
EUROGRAPHICS 2002 / G. Drettakis and H.-P. Seidel Volume 21 (2002), Number 3 (Guest Editors) Projective Texture Mapping with Full Panorama Dongho Kim and James K. Hahn Department of Computer Science, The George Washington University, Washington, DC, USA Abstract Projective texture mapping is used to project a texture map onto scene geometry. It has been used in many applications, since it eliminates the assignment of fixed texture coordinates and provides a good method of representing synthetic images or photographs in image-based rendering. But conventional projective texture mapping has limitations in the field of view and the degree of navigation because only simple rectangular texture maps can be used. In this work, we propose the concept of panoramic projective texture mapping (PPTM). It projects cubic or cylindrical panorama onto the scene geometry. With this scheme, any polygonal geometry can receive the projection of a panoramic texture map, without using fixed texture coordinates or modeling many projective texture mapping. For fast real-time rendering, a hardware-based rendering method is also presented. Applications of PPTM include panorama viewer similar to QuicktimeVR and navigation in the panoramic scene, which can be created by image-based modeling techniques. Categories and Subject Descriptors (according to ACM CCS): I.3.3 [Computer Graphics]: Viewing Algorithms; I.3.7 [Computer Graphics]: Color, Shading, Shadowing, and Texture 1. Introduction texture mapping. Image-based rendering (IBR) draws more applications of projective texture mapping. When Texture mapping has been used for a long time in photographs or synthetic images are used for IBR, those computer graphics imagery, because it provides much images contain scene information, which is projected onto 7 visual detail without complex models . -
Rendering from Compressed Textures
Rendering from Compressed Textures y Andrew C. Beers, Maneesh Agrawala, and Navin Chaddha y Computer Science Department Computer Systems Laboratory Stanford University Stanford University Abstract One way to alleviate these memory limitations is to store com- pressed representations of textures in memory. A modi®ed renderer We present a simple method for rendering directly from compressed could then render directly from this compressed representation. In textures in hardware and software rendering systems. Textures are this paper we examine the issues involved in rendering from com- compressed using a vector quantization (VQ) method. The advan- pressed texture maps and propose a scheme for compressing tex- tage of VQ over other compression techniques is that textures can tures using vector quantization (VQ)[4]. We also describe an ex- be decompressed quickly during rendering. The drawback of us- tension of our basic VQ technique for compressing mipmaps. We ing lossy compression schemes such as VQ for textures is that such show that by using VQ compression, we can achieve compression methods introduce errors into the textures. We discuss techniques rates of up to 35 : 1 with little loss in the visual quality of the ren- for controlling these losses. We also describe an extension to the dered scene. We observe a 2 to 20 percent impact on rendering time basic VQ technique for compressing mipmaps. We have observed using a software renderer that renders from the compressed format. compression rates of up to 35 : 1, with minimal loss in visual qual- However, the technique is so simple that incorporating it into hard- ity and a small impact on rendering time.