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1.
可视化大规模体数据在科学和工程领域一直被认为是困难的。特别是对于那些经常要求非常大的运行时间存储空间的数据尤其如此。文章讨论了基于小波理论的对于大规模体数据的有效的三维压缩方案。在设计该压缩方时,对两个重要参数进行了折衷:高的压缩率和快速运行时间随机访问。可视化人体数据集的实验结果表明此方法取了相当好的压缩率,另外,由像素值的运行时间重建引起的开销达到了最小值。这种三维压缩方案在开发用于大规模数据的交互式可视化系统时非常有用,并且使得更多的用户,象基于个人电脑或具有有限容量的低端工作站都可能运可视化技术。  相似文献   

2.
We develop a volumetric video system which supports interactive browsing of compressed time-varying volumetric features (significant isosurfaces and interval volumes). Since the size of even one volumetric frame in a time-varying 3D data set is very large, transmission and on-line reconstruction are the main bottlenecks for interactive remote visualization of time-varying volume and surface data. We describe a compression scheme for encoding time-varying volumetric features in a unified way, which allows for on-line reconstruction and rendering. To increase the run-time decompression speed and compression ratio, we decompose the volume into small blocks and encode only the significant blocks that contribute to the isosurfaces and interval volumes. The results show that our compression scheme achieves high compression ratio with fast reconstruction, which is effective for interactive client-side rendering of time-varying volumetric features.  相似文献   

3.
图形硬件的发展为实时体数据可视化提供了硬件保证,然而随着扫描技术的发展,大数据可视化仍然面临显存不足问题,因此研究保持数据特征的压缩表达方法就非常重要。应用张量近似思想建立了体数据的多尺度表达与可视化方法,一方面多尺度张量近似实现了数据压缩,解决了大数据的绘制问题;另一方面,张量近似的自适应压缩基保持了体数据的尺度特征。实验结果表明,该方法是有效的。  相似文献   

4.
In medical area, interactive three-dimensional volume visualization of large volume datasets is a challenging task. One of the major challenges in graphics processing unit (GPU)-based volume rendering algorithms is the limited size of texture memory imposed by current GPU architecture. We attempt to overcome this limitation by rendering only visible parts of large CT datasets. In this paper, we present an efficient, high-quality volume rendering algorithm using GPUs for rendering large CT datasets at interactive frame rates on standard PC hardware. We subdivide the volume dataset into uniform sized blocks and take advantage of combinations of early ray termination, empty-space skipping and visibility culling to accelerate the whole rendering process and render visible parts of volume data. We have implemented our volume rendering algorithm for a large volume data of 512 x 304 x 1878 dimensions (visible female), and achieved real-time performance (i.e., 3-4 frames per second) on a Pentium 4 2.4GHz PC equipped with NVIDIA Geforce 6600 graphics card ( 256 MB video memory). This method can be used as a 3D visualization tool of large CT datasets for doctors or radiologists.  相似文献   

5.
We present a scalable volume rendering technique that exploits lossy compression and low-cost commodity hardware to permit highly interactive exploration of time-varying scalar volume data. A palette-based decoding technique and an adaptive bit allocation scheme are developed to fully utilize the texturing capability of a commodity 3D graphics card. Using a single PC equipped with a modest amount of memory, a texture-capable graphics card and an inexpensive disk array, we are able to render hundreds of time steps of regularly gridded volume data (up to 42 million voxels each time step) at interactive rates. By clustering multiple PCs together, we demonstrate the data-size scalability of our method. The frame rates achieved make possible the interactive exploration of data in the temporal, spatial and transfer function domains. A comprehensive evaluation of our method based on experimental studies using data sets (up to 134 million voxels per time step) from turbulence flow simulations is also presented.  相似文献   

6.
Many phenomena in nature and engineering happen simultaneously on rather diverse spatial and temporal scales. In other words, they exhibit a multi-scale character. A special numerical multilevel technique associated with a particular hierarchical data structure is adaptive mesh refinement (AMR). This scheme achieves locally very high spatial and temporal resolutions. Due to its popularity, many scientists are in need of interactive visualization tools for AMR data. In this article, we present a 3D texture-based volume-rendering algorithm for AMR data that directly utilizes the hierarchical structure. Thereby fast rendering performance is achieved even for high-resolution data sets. To avoid multiple rendering of regions that are covered by grids of different levels of resolution, we propose a space partitioning scheme to decompose the volume into axis-aligned regions of equal-sized cells. Furthermore the problems of interpolation artifacts, opacity corrections, and texture memory limitations are addressed. Published online: November 6, 2002 Correspondence to: R. K?hler  相似文献   

7.
Histology is the study of the structure of biological tissue using microscopy techniques. As digital imaging technology advances, high resolution microscopy of large tissue volumes is becoming feasible; however, new interactive tools are needed to explore and analyze the enormous datasets. In this paper we present a visualization framework that specifically targets interactive examination of arbitrarily large image stacks. Our framework is built upon two core techniques: display-aware processing and GPU-accelerated texture compression. With display-aware processing, only the currently visible image tiles are fetched and aligned on-the-fly, reducing memory bandwidth and minimizing the need for time-consuming global pre-processing. Our novel texture compression scheme for GPUs is tailored for quick browsing of image stacks. We evaluate the usability of our viewer for two histology applications: digital pathology and visualization of neural structure at nanoscale-resolution in serial electron micrographs.  相似文献   

8.
Interactive visualization of volume models in standard mobile devices is a challenging present problem with increasing interest from new application fields like telemedicine. The complexity of present volume models in medical applications is continuously increasing, therefore increasing the gap between the available models and the rendering capabilities in low-end mobile clients. New and efficient rendering algorithms and interaction paradigms are required for these small platforms. In this paper, we propose a transfer function-aware compression and interaction scheme, for client-server architectures with visualization on standard mobile devices. The scheme is block-based, supporting adaptive ray-casting in the client. Our two-level ray-casting allows focusing on small details on targeted regions while keeping bounded memory requirements in the GPU of the client. Our approach includes a transfer function-aware compression scheme based on a local wavelet transformation, together with a bricking scheme that supports interactive inspection and levels of detail in the mobile device client. We also use a quantization technique that takes into account a perceptive metrics of the visual error. Our results show that we can have full interaction with high compression rates and with transmitted model sizes that can be of the order of a single photographic image.  相似文献   

9.
For large volume visualization, an image-based quality metric is difficult to incorporate for level-of-detail selection and rendering without sacrificing the interactivity. This is because it is usually time-consuming to update view-dependent information as well as to adjust to transfer function changes. In this paper, we introduce an image-based level-of-detail selection algorithm for interactive visualization of large volumetric data. The design of our quality metric is based on an efficient way to evaluate the contribution of multiresolution data blocks to the final image. To ensure real-time update of the quality metric and interactive level-of-detail decisions, we propose a summary table scheme in response to runtime transfer function changes and a GPU-based solution for visibility estimation. Experimental results on large scientific and medical data sets demonstrate the effectiveness and efficiency of our algorithm  相似文献   

10.
为克服图形硬件对传统纹理映射体绘制的限制,提出了一种在普通PC上进行大规模数据场体绘制的有效方法。该方法中,体数据被划分为合适大小的数据块,这些数据块被动态的载入图形硬件,并利用3维纹理映射进行绘制。在整个绘制过程中,仅有一个数据块存储在图形硬件上,有效地提高了对大规模体数据的绘制能力。同时,充分利用目前PC图形硬件成熟的可编程特性,通过对梯度的实时计算来减少在传统纹理映射体绘制中巨大的内存消耗。实验结果表明,该方法在普通PC上可以对超过纹理内存容量的大规模体数据进行交互式体绘制。  相似文献   

11.
Most popular methods in cloth rendering rely on volumetric data in order to model complex optical phenomena such as sub‐surface scattering. These approaches are able to produce very realistic illumination results, but their volumetric representations are costly to compute and render, forfeiting any interactive feedback. In this paper, we introduce a method based on the Graphics Processing Unit (GPU) for voxelization and visualization, suitable for both interactive and offline rendering. Recent features in the OpenGL model, like the ability to dynamically address arbitrary buffers and allocate bindless textures, are combined into our pipeline to interactively voxelize millions of polygons into a set of large three‐dimensional (3D) textures (>109 elements), generating a volume with sub‐voxel accuracy, which is suitable even for high‐density woven cloth such as linen.  相似文献   

12.
This paper describes a method for volume data compression and rendering which bases on wavelet splats. The underlying concept is especially designed for distributed and networked applications, where we assume a remote server to maintain large scale volume data sets, being inspected, browsed through and rendered interactively by a local client. Therefore, we encode the server’s volume data using a newly designed wavelet based volume compression method. A local client can render the volumes immediately from the compression domain by using wavelet footprints, a method proposed earlier. In addition, our setup features full progression, where the rendered image is refined progressively as data comes in. Furthermore, framerate constraints are considered by controlling the quality of the image both locally and globally depending on the current network bandwidth or computational capabilities of the client. As a very important aspect of our setup, the client does not need to provide storage for the volume data and can be implemented in terms of a network application. The underlying framework enables to exploit all advantageous properties of the wavelet transform and forms a basis for both sophisticated lossy compression and rendering. Although coming along with simple illumination and constant exponential decay, the rendering method is especially suited for fast interactive inspection of large data sets and can be supported easily by graphics hardware.  相似文献   

13.
This survey gives an overview of the current state of the art in GPU techniques for interactive large‐scale volume visualization. Modern techniques in this field have brought about a sea change in how interactive visualization and analysis of giga‐, tera‐ and petabytes of volume data can be enabled on GPUs. In addition to combining the parallel processing power of GPUs with out‐of‐core methods and data streaming, a major enabler for interactivity is making both the computational and the visualization effort proportional to the amount and resolution of data that is actually visible on screen, i.e. ‘output‐sensitive’ algorithms and system designs. This leads to recent output‐sensitive approaches that are ‘ray‐guided’, ‘visualization‐driven’ or ‘display‐aware’. In this survey, we focus on these characteristics and propose a new categorization of GPU‐based large‐scale volume visualization techniques based on the notions of actual output‐resolution visibility and the current working set of volume bricks—the current subset of data that is minimally required to produce an output image of the desired display resolution. Furthermore, we discuss the differences and similarities of different rendering and data traversal strategies in volume rendering by putting them into a common context—the notion of address translation. For our purposes here, we view parallel (distributed) visualization using clusters as an orthogonal set of techniques that we do not discuss in detail but that can be used in conjunction with what we present in this survey.  相似文献   

14.
Computational simulations frequently generate solutions defined over very large tetrahedral volume meshes containing many millions of elements. Furthermore, such solutions may often be expressed using non-linear basis functions. Certain solution techniques, such as discontinuous Galerkin methods, may even produce non-conforming meshes. Such data is difficult to visualize interactively, as it is far too large to fit in memory and many common data reduction techniques, such as mesh simplification, cannot be applied to non-conforming meshes. We introduce a point-based visualization system for interactive rendering of large, potentially non-conforming, tetrahedral meshes. We propose methods for adaptively sampling points from non-linear solution data and for decimating points at run time to fit GPU memory limits. Because these are streaming processes, memory consumption is independent of the input size. We also present an order-independent point rendering method that can efficiently render volumes on the order of 20 million tetrahedra at interactive rates.  相似文献   

15.
3-D data visualization is very useful for medical imaging and computational fluid dynamics. Volume rendering can be used to exhibit the shape and volumetric properties of 3-D objects. However, volume rendering requires a considerable amount of time to process the large volume of data. To deliver the necessary rendering rates, parallel hardware architectures such as distributed memory multicomputers offer viable solutions. The challenge is to design efficient parallel algorithms that utilize the hardware parallelism effectively. In this paper, we present two efficient parallel volume rendering algorithms, the 1D-partition and 2D-partition methods, based on the shear-warp factorization for distributed memory multicomputers. The 1D-partition method has a performance bound on the size of the volume data. If the number of processors is less than a threshold, the 1D-partition method can deliver a good rendering rate. If the number of processors is over a threshold, the 2D-partition method can be used. To evaluate the performance of these two algorithms, we implemented the proposed methods along with the slice data partitioning, volume data partitioning, and sheared volume data partitioning methods on an IBM SP2 parallel machine. Six volume data sets were used as the test samples. The experimental results show that the proposed methods outperform other compatible algorithms for all test samples. When the number of processors is over a threshold, the experimental results also demonstrate that the 2D-partition method is better than the 1D-partition method.  相似文献   

16.
The growing sizes of volumetric data sets pose a great challenge for interactive visualization. In this paper, we present a feature-preserving data reduction and focus+context visualization method based on transfer function driven, continuous voxel repositioning and resampling techniques. Rendering reduced data can enhance interactivity. Focus+context visualization can show details of selected features in context on display devices with limited resolution. Our method utilizes the input transfer function to assign importance values to regularly partitioned regions of the volume data. According to user interaction, it can then magnify regions corresponding to the features of interest while compressing the rest by deforming the 3D mesh. The level of data reduction achieved is significant enough to improve overall efficiency. By using continuous deformation, our method avoids the need to smooth the transition between low and high-resolution regions as often required by multiresolution methods. Furthermore, it is particularly attractive for focus+context visualization of multiple features. We demonstrate the effectiveness and efficiency of our method with several volume data sets from medical applications and scientific simulations.  相似文献   

17.
Hardware-accelerated volume rendering using the GPU is now the standard approach for real-time volume rendering, although limited graphics memory can present a problem when rendering large volume data sets. Volumetric compression in which the decompression is coupled to rendering has been shown to be an effective solution to this problem; however, most existing techniques were developed in the context of software volume rendering, and all but the simplest approaches are prohibitive in a real-time hardware-accelerated volume rendering context. In this paper we present a novel block-based transform coding scheme designed specifically with real-time volume rendering in mind, such that the decompression is fast without sacrificing compression quality. This is made possible by consolidating the inverse transform with dequantization in such a way as to allow most of the reprojection to be precomputed. Furthermore, we take advantage of the freedom afforded by off-line compression in order to optimize the encoding as much as possible while hiding this complexity from the decoder. In this context we develop a new block classification scheme which allows us to preserve perceptually important features in the compression. The result of this work is an asymmetric transform coding scheme that allows very large volumes to be compressed and then decompressed in real-time while rendering on the GPU.  相似文献   

18.
Great advancements in commodity graphics hardware have favoured graphics processing unit (GPU)‐based volume rendering as the main adopted solution for interactive exploration of rectilinear scalar volumes on commodity platforms. Nevertheless, long data transfer times and GPU memory size limitations are often the main limiting factors, especially for massive, time‐varying or multi‐volume visualization, as well as for networked visualization on the emerging mobile devices. To address this issue, a variety of level‐of‐detail (LOD) data representations and compression techniques have been introduced. In order to improve capabilities and performance over the entire storage, distribution and rendering pipeline, the encoding/decoding process is typically highly asymmetric, and systems should ideally compress at data production time and decompress on demand at rendering time. Compression and LOD pre‐computation does not have to adhere to real‐time constraints and can be performed off‐line for high‐quality results. In contrast, adaptive real‐time rendering from compressed representations requires fast, transient and spatially independent decompression. In this report, we review the existing compressed GPU volume rendering approaches, covering sampling grid layouts, compact representation models, compression techniques, GPU rendering architectures and fast decoding techniques.  相似文献   

19.
Large scale and structurally complex volume datasets from high-resolution 3D imaging devices or computational simulations pose a number of technical challenges for interactive visual analysis. In this paper, we present the first integration of a multiscale volume representation based on tensor approximation within a GPU-accelerated out-of-core multiresolution rendering framework. Specific contributions include (a) a hierarchical brick-tensor decomposition approach for pre-processing large volume data, (b) a GPU accelerated tensor reconstruction implementation exploiting CUDA capabilities, and (c) an effective tensor-specific quantization strategy for reducing data transfer bandwidth and out-of-core memory footprint. Our multiscale representation allows for the extraction, analysis and display of structural features at variable spatial scales, while adaptive level-of-detail rendering methods make it possible to interactively explore large datasets within a constrained memory footprint. The quality and performance of our prototype system is evaluated on large structurally complex datasets, including gigabyte-sized micro-tomographic volumes.  相似文献   

20.
In this paper, we present an approach to interactive out-of-core volume data exploration that has been developed to augment the existing capabilities of the LhpBuilder software, a core component of the European project LHDL (). The requirements relate to importing, accessing, visualizing and extracting a part of a very large volume dataset by interactive visual exploration. Such datasets contain billions of voxels and, therefore, several gigabytes are required just to store them, which quickly surpass the virtual address limit of current 32-bit PC platforms. We have implemented a hierarchical, bricked, partition-based, out-of-core strategy to balance the usage of main and external memories. A new indexing scheme is introduced, which permits the use of a multiresolution bricked volume layout with minimum overhead and also supports fast data compression. Using the hierarchy constructed in a pre-processing step, we generate a coarse approximation that provides a preview using direct volume visualization for large-scale datasets. A user can interactively explore the dataset by specifying a region of interest (ROI), which further generates a much more accurate data representation inside the ROI. If even more precise accuracy is needed inside the ROI, nested ROIs are used. The software has been constructed using the Multimod Application Framework, a VTK-based system; however, the approach can be adopted for the other systems in a straightforward way. Experimental results show that the user can interactively explore large volume datasets such as the Visible Human Male/Female (with file sizes of 3.15/12.03 GB, respectively) on a commodity graphics platform, with ease.  相似文献   

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