Interactive Volume Rendering

Interactive Volume Rendering

Interactive Volume Rendering Lee Westover Department of Computer Science The University of North Carolina at Chapel Hill Chapel Hill, North Carolina, 27599-3175 USA ABSTRACT computed tomography scans, for medical imaging. Volume rendering is the display of data sampled in three Direct display of volume data is called volume render- dimensions. Traditionally, visualization of such data has ing. Current techniques are too slow to be interactive been through conventional computer graphics line or because renderers either tri-linearly interpolate many surface drawing methods preceded by processes that points along each sight ray or perform complicated coerce the sampled data into a form suitable for display. polygon fitting for each point neighborhood. Since typi- This approach is being replaced by new techniques cal data range from 64 by 64 by 64 data points to 256 by which operate directly on the three dimensional samples 256 by 256 data points, the sheer number of samples to avoid the artifacts introduced by the use of conven- amplifies any inefficiency of the display algorithm. In a tional graphics primitives. non-interactive mode a user guesses at viewing and shading parameters and renders an image that can take Volume rendering is a compute-intensive operation. anywhere from 5 minutes to many hours to compute. This paper discusses an approach for volume rendering When the image is completed, the user may change the in which interactive speed is achieved through a paral- input parameters and try again, iterating until a satisfac- lelizable forward mapping algorithm, successive tory image is generated. While this batch method of refinement, table driven mappings for shading and filter- volume rendering is satisfactory for final presentation ing, and the avoidance of complex machine image generation, it does not lend itself to data explora- classification of the data. tion. The length of time between iter~ons makes exper- Since the renderer is interactive, users are able to imentation painful and breaks idea continuity. specify application specific mapping functions on-the- The goal of this work is to design a system for interac- fly. Current applications include molecular modeling, tive exploration of volume data with enough flexibility geology, computed tomography, and astronomy. to encourage the user to try numerous and possibly unusual mappings. The renderer uses only table driven interpretation and classification so the user can easily KEYWORDS: 3D Image, Volume Rendering, Algo- understand how the data is being mapped to the final rithms. imagE. The user must be able to control each and every step in the generation process. When the user changes INTRODUCTION an input viewing parameter, he should immediately A common data type in scientific computing is a regular (with in 10 seconds) see the change. The altered image thrcc-dimensionul grid of sample points. A single data may not be the final image, but it should be adequate for point may be a scalar, as in electron density maps, or a the user to quickly steer through his data [Brooks 86] vector, as in the results of fluid flow simulation. Other [Greenberg 86]. examples include seismic studies for oil exploration, light wavelength data for galaxies, and stacks of PREVIOUS WORK Early attempts to visualize volume data often failed because the large data size and the massive amounts of calculations needed. Because of the availability of polygon renderers and line drawing displays, the volume rendering problem was often coerced into one of these problems by preprocessing the data. Contour maps would display a line drawing connection of equal valued data points [Wright 72] [Williams 821. Alternatively, these contours were triangulated to form polygons that CH Volume Visualization Workshop 9 were then fed into polygon engines [Fuchs 77] image. [Ganapathy 82]. Other algorithms were developed for special classes of point data such as the rings of Saturn [Blinn 82], clouds [Kajiya 84], meteorological data [Hibbard 86], and points as primitives [Reeves 83] [I.~voy 85]. xTL--- Recently, the advances in machine speed and memory Volume capacity have allowed researchers to eliminate the inter- x x Reconstruction mediate surface model and direcdy display volume data. These approaches typically fall into one of two i categories, backward mapping and forward mapping. Image ] ,, x x Reconstruction Backward mapping algorithms are those algorithms that I map the image plane into the data, commonly called ray I ~ x x x tracing. For each pixel in the final image, the renderer x II x shoots rays from the pixel into the data and intersects that ray with each data point until either the ray exits the Figure 1. Reconstruction volume or the opacity accumulates enough density to become opaque [VanHook 86] [Levoy 88] [Sabella 88] In backward mapping algorithms input values rarely fall fUpson 88]. exactly along a ray. Consequently, a continuous approx- Forward mapping algorithms are those algorithms that imation of the volume data is generated near a sample directly map the data onto the image plane. Examples in point using tri-linear interpolation. Image reconstruc- surface graphics include the Z-buffer and the painter's tion is required when the intermediate samples do not algorithm. For each data point, the renderer maps the fall exactly on output pixel centers. This occurs when point onto the image plane and then adds its contribution anti-aliasing is done by uniform or stochastic super- to the accumulating image. This accumulation can be sampling. (If all rays originate at exact pixel centers, either back-to-front or front-to-back. The image is com- the second reconstruction step becomes the identity plete when each data point is added to the screen or the mapping.) Anti-aliasing is required in a backward map- image becomes opaque and new samples can have no ping algorithm because M-linear interpolation is a poor further effect on the final result [Drebin 88] [Upson 88]. reconstruction kernel [Levoy 88]. A forward mapping algorithm can perform the volume DESIGN TRADEOFFS space reconstruction in two-space because the data The main goal of this work is to find an algorithm suit- points themselves are fed through the rendering pipeline able for interactive volume rendering. A parallel algo- and only an image space footprint of the data point need rithm is desired because of the large amount of computa- be considered. Furthermore, the image space reconstruc- tion required in the volume rendering process. Simi- tion is not required because the footprint function is a larly, as much of the rendering process as possible continuous function and needs only to be sampled. should be table driven. Detail of this process appear later in the paper. For an arbitrary view, a naive parallel backward map- A problem for both forward and backward mapping ping algorithm requires that the entire data volume be algorithms is perspective. For a perspective view, the replicated at each parallel computation node. More sampling rate of the input data with respect to the screen sophisticated methods may relieve some of this replica- changes with depth. However, orthographic views of tion but will not eliminate it. Since a forward mapping volume data are useful in their own right and often algorithm can treat each data point in isolation, there is desired. Since perspective views are not critical for a no need to replicate any of the input volume in a parallel wide range of applications, the renderer described in this system. paper only generates orthographic views at this time. There are two places where discrete samples may be For maximum speed the renderer uses table driven reconstructed in the volume rendering process. First, the operations as often as possible. For example, the recon- renderer does volume space reconstruction where the struction process is driven by filter tables and the shad- three-dimensional individual input samples are recon- ing process is driven by four shading tables. The structed into a three-dimensional continuous function. renderer should not make any binary classification or Second, the renderer does image space reconstruction shading decisions. All decisions should be probabilistic where individual image space intermediate samples are or weighted [Levoy 88] [Drebin 88]. The use of shading reconstructed into viewable samples that make the final tables does not enforce this rule but certainly supports it. 10 CH Volume Visualization Workshop Since a forward mapping algorithm allows parallel and combined into the image buffer. When all input implementation without input d~t~ replication, allows samples have been processed the image is complete. volume reconstruction to occur in two-dimensional The following sections describe these processing steps image space, and provides speed and flexibility through in detail. table driven shading and reconstruction, the renderer presented here uses a table driven forward mapping TRANSFORMATIONS AND RECONSTRUCTION algorithm. Screen Mapping ALGORITHM Since the input volume is a regular three dimensional The algorithm consists of three main parts: the viewing grid and the renderer only generates orthographic views, transformation, signal reconstruction, and converting an a digital differential analyzer (DDA) can incrementally input sample into a shaded intermediate sample. map each data point from grid space to the screen space. Raw Data and [ ~:=l[ [I = I dyldi dy/dj dyldk Gradient Operator L dzldi dz/dj dzldk Transform where dA/dB denotes the change in the A direction in image space for each step in the B direction in grid space. Table Lookups I Thus, the step sizes in each of x, y, and z for each input Shade i, j, and k can be read directly from the transformation matrix since it is made up of only rotations and scaling. By inspecting the sign and magnitude of these values, Reconstruct the renderer can determine a traversal that guarantees a back-to-front ordering or a front-to-back ordering.

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