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1.
We propose a method for rendering volumetric data sets at interactive frame rates while supporting dynamic ambient occlusion as well as an approximation to color bleeding. In contrast to ambient occlusion approaches for polygonal data, techniques for volumetric data sets have to face additional challenges, since by changing rendering parameters, such as the transfer function or the thresholding, the structure of the data set and thus the light interactions may vary drastically. Therefore, during a preprocessing step which is independent of the rendering parameters we capture light interactions for all combinations of structures extractable from a volumetric data set. In order to compute the light interactions between the different structures, we combine this preprocessed information during rendering based on the rendering parameters defined interactively by the user. Thus our method supports interactive exploration of a volumetric data set but still gives the user control over the most important rendering parameters. For instance, if the user alters the transfer function to extract different structures from a volumetric data set the light interactions between the extracted structures are captured in the rendering while still allowing interactive frame rates. Compared to known local illumination models for volume rendering our method does not introduce any substantial rendering overhead and can be integrated easily into existing volume rendering applications. In this paper we will explain our approach, discuss the implications for interactive volume rendering and present the achieved results.  相似文献   

2.
This paper presents an interactive technique for the dense texture-based visualization of unsteady 3D flow, taking into account issues of computational efficiency and visual perception. High efficiency is achieved by a 3D graphics processing unit (GPU)-based texture advection mechanism that implements logical 3D grid structures by physical memory in the form of 2D textures. This approach results in fast read and write access to physical memory, independent of GPU architecture. Slice-based direct volume rendering is used for the final display. We investigate two alternative methods for the volumetric illumination of the result of texture advection: First, gradient-based illumination that employs a real-time computation of gradients, and, second, line-based lighting based on illumination in codimension 2. In addition to the Phong model, perception-guided rendering methods are considered, such as cool/warm shading, halo rendering, or color-based depth cueing. The problems of clutter and occlusion are addressed by supporting a volumetric importance function that enhances features of the flow and reduces visual complexity in less interesting regions. GPU implementation aspects, performance measurements, and a discussion of results are included to demonstrate our visualization approach.  相似文献   

3.
The selection of an appropriate global transfer function is essential for visualizing time‐varying simulation data. This is especially challenging when the global data range is not known in advance, as is often the case in remote and in‐situ visualization settings. Since the data range may vary dramatically as the simulation progresses, volume rendering using local transfer functions may not be coherent for all time steps. We present an exploratory technique that enables coherent classification of time‐varying volume data. Unlike previous approaches, which require pre‐processing of all time steps, our approach lets the user explore the transfer function space without accessing the original 3D data. This is useful for interactive visualization, and absolutely essential for in‐situ visualization, where the entire simulation data range is not known in advance. Our approach generates a compact representation of each time step at rendering time in the form of ray attenuation functions, which are used for subsequent operations on the opacity and color mappings. The presented approach offers interactive exploration of time‐varying simulation data that alleviates the cost associated with reloading and caching large data sets.  相似文献   

4.
Style Transfer Functions for Illustrative Volume Rendering   总被引:3,自引:0,他引:3  
Illustrative volume visualization frequently employs non-photorealistic rendering techniques to enhance important features or to suppress unwanted details. However, it is difficult to integrate multiple non-photorealistic rendering approaches into a single framework due to great differences in the individual methods and their parameters. In this paper, we present the concept of style transfer functions. Our approach enables flexible data-driven illumination which goes beyond using the transfer function to just assign colors and opacities. An image-based lighting model uses sphere maps to represent non-photorealistic rendering styles. Style transfer functions allow us to combine a multitude of different shading styles in a single rendering. We extend this concept with a technique for curvature-controlled style contours and an illustrative transparency model. Our implementation of the presented methods allows interactive generation of high-quality volumetric illustrations.  相似文献   

5.
The availability of commodity volumetric displays provides ordinary users with a new means of visualizing 3D data. Many of these displays are in the class of isotropically emissive light devices, which are designed to directly illuminate voxels in a 3D frame buffer, producing x-ray-like visualizations. While this technology can offer intuitive insight into a 3D object, the visualizations are perceptually different from what a computer graphics or visualization system would render on a 2D screen. This paper formalizes rendering on isotropically emissive displays and introduces a novel technique that emulates traditional rendering effects on isotropically emissive volumetric displays, delivering results that are much closer to what is traditionally rendered on regular 2D screens. Such a technique can significantly broaden the capability and usage of isotropically emissive volumetric displays. Our method takes a 3D data set or object as the input, creates an intermediate light field, and outputs a special 3D volume data set called a lumi-volume. This lumi-volume encodes approximated rendering effects in a form suitable for display with accumulative integrals along unobtrusive rays. When a lumi-volume is fed directly into an isotropically emissive volumetric display, it creates a 3D visualization with surface shading effects that are familiar to the users. The key to this technique is an algorithm for creating a 3D lumi-volume from a 4D light field. In this paper, we discuss a number of technical issues, including transparency effects due to the dimension reduction and sampling rates for light fields and lumi-volumes. We show the effectiveness and usability of this technique with a selection of experimental results captured from an isotropically emissive volumetric display, and we demonstrate its potential capability and scalability with computer-simulated high-resolution results.  相似文献   

6.
This paper introduces a caching technique based on a volumetric representation that captures low-frequency indirect illumination. This structure is intended for efficient storage and manipulation of illumination. It is based on a 3D grid that stores a fixed set of irradiance vectors. During preprocessing, this representation can be built using almost any existing global illumination software. During rendering, the indirect illumination within a voxel is interpolated from its associated irradiance vectors, and is used as additional local light sources. Compared with other techniques, the 3D vector-based representation of our technique offers increased robustness against local geometric variations of a scene. We thus demonstrate that it may be employed as an efficient and high-quality caching data structure for bidirectional rendering techniques such as particle tracing or photon mapping.  相似文献   

7.
Shape-aware Volume Illustration   总被引:1,自引:0,他引:1  
We introduce a novel volume illustration technique for regularly sampled volume datasets. The fundamental difference between previous volume illustration algorithms and ours is that our results are shape-aware, as they depend not only on the rendering styles, but also the shape styles. We propose a new data structure that is derived from the input volume and consists of a distance volume and a segmentation volume. The distance volume is used to reconstruct a continuous field around the object boundary, facilitating smooth illustrations of boundaries and silhouettes. The segmentation volume allows us to abstract or remove distracting details and noise, and apply different rendering styles to different objects and components. We also demonstrate how to modify the shape of illustrated objects using a new 2D curve analogy technique. This provides an interactive method for learning shape variations from 2D hand-painted illustrations by drawing several lines. Our experiments on several volume datasets demonstrate that the proposed approach can achieve visually appealing and shape-aware illustrations. The feedback from medical illustrators is quite encouraging.  相似文献   

8.
Diffusion tensor imaging (DTI) has been used to generate fibrous structures in both brain white matter and muscles. Fiber clustering groups the DTI fibers into spatially and anatomically related tracts. As an increasing number of fiber clustering methods have been recently developed, it is important to display, compare, and explore the clustering results efficiently and effectively. In this paper, we present an anatomical visualization technique that reduces the geometric complexity of the fiber tracts and emphasizes the high‐level structures. Beginning with a volumetric diffusion tensor image, we first construct a hierarchical clustering representation of the fiber bundles. These bundles are then reformulated into a 3D multi‐valued volume data. We then build a set of geometric hulls and principal fibers to approximate the shape and orientation of each fiber bundle. By simultaneously visualizing the geometric hulls, individual fibers, and other data sets such as fractional anisotropy, the overall shape of the fiber tracts are highlighted, while preserving the fibrous details. A rater with expert knowledge of white matter structure has evaluated the resulting interactive illustration and confirmed the improvement over straightforward DTI fiber tract visualization.  相似文献   

9.
10.
In this paper, we present a novel visualization technique-kinetic visualization-that uses motion along a surface to aid in the perception of 3D shape and structure of static objects. The method uses particle systems, with rules such that particles flow over the surface of an object to not only bring out, but also attract attention to information on a shape that might not be readily visible with a conventional rendering method which uses lighting and view changes. Replacing still images with animations in this fashion, we demonstrate with both surface and volumetric models in the accompanying videos that, in many cases, the resulting visualizations effectively enhance the perception of three-dimensional shape and structure. We also describe how, for both types of data, a texture-based representation of this motion can be used for interactive visualization using PC graphics hardware. Finally, the results of a user study that we have conducted are presented, which show evidence that the supplemental motion cues can be helpful.  相似文献   

11.
Particle‐based simulation techniques, like the discrete element method or molecular dynamics, are widely used in many research fields. In real‐time explorative visualization it is common to render the resulting data using opaque spherical glyphs with local lighting only. Due to massive overlaps, however, inner structures of the data are often occluded rendering visual analysis impossible. Furthermore, local lighting is not sufficient as several important features like complex shapes, holes, rifts or filaments cannot be perceived well. To address both problems we present a new technique that jointly supports transparency and ambient occlusion in a consistent illumination model. Our approach is based on the emission‐absorption model of volume rendering. We provide analytic solutions to the volume rendering integral for several density distributions within a spherical glyph. Compared to constant transparency our approach preserves the three‐dimensional impression of the glyphs much better. We approximate ambient illumination with a fast hierarchical voxel cone‐tracing approach, which builds on a new real‐time voxelization of the particle data. Our implementation achieves interactive frame rates for millions of static or dynamic particles without any preprocessing. We illustrate the merits of our method on real‐world data sets gaining several new insights.  相似文献   

12.
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   

13.
In this paper, we present a novel technique which simulates directional light scattering for more realistic interactive visualization of volume data. Our method extends the recent directional occlusion shading model by enabling light source positioning with practically no performance penalty. Light transport is approximated using a tilted cone‐shaped function which leaves elliptic footprints in the opacity buffer during slice‐based volume rendering. We perform an incremental blurring operation on the opacity buffer for each slice in front‐to‐back order. This buffer is then used to define the degree of occlusion for the subsequent slice. Our method is capable of generating high‐quality soft shadowing effects, allows interactive modification of all illumination and rendering parameters, and requires no pre‐computation.  相似文献   

14.
We present a real‐time framework which allows interactive visualization of relativistic effects for time‐resolved light transport. We leverage data from two different sources: real‐world data acquired with an effective exposure time of less than 2 picoseconds, using an ultra‐fast imaging technique termed femto‐photography, and a transient renderer based on ray‐tracing. We explore the effects of time dilation, light aberration, frequency shift and radiance accumulation by modifying existing models of these relativistic effects to take into account the time‐resolved nature of light propagation. Unlike previous works, we do not impose limiting constraints in the visualization, allowing the virtual camera to explore freely a reconstructed 3D scene depicting dynamic illumination. Moreover, we consider not only linear motion, but also acceleration and rotation of the camera. We further introduce, for the first time, a pinhole camera model into our relativistic rendering framework, and account for subsequent changes in focal length and field of view as the camera moves through the scene.  相似文献   

15.
We introduce adaptive volumetric shadow maps (AVSM), a real‐time shadow algorithm that supports high‐quality shadowing from dynamic volumetric media such as hair and smoke. The key contribution of AVSM is the introduction of a streaming simplification algorithm that generates an accurate volumetric light attenuation function using a small fixed memory footprint. This compression strategy leads to high performance because the visibility data can remain in on‐chip memory during simplification and can be efficiently sampled during rendering. We demonstrate that AVSM compression closely approximates the ground‐truth correct solution and performs competitively to existing real‐time rendering techniques while providing higher quality volumetric shadows.  相似文献   

16.
The heart consists of densely packed muscle fibres. The orientation of these fibres can be acquired by using Diffusion Tensor Imaging (DTI) ex vivo. A good way to visualize the fibre structure in a cross section of the heart is by showing short line segments originating from the cross section and aligned with the local direction of the fibres. If the line segments are placed dense enough, one can see how the fibre orientations change. However, generation of the line segments takes time and thus the user has to wait for new geometry to be generated when the plane defining the cross section is changed. We present a new direct rendering method for the visualization of the 3D vector field in a 2D user‐definable cross section of a heart. On the intersection of the plane with the vector field, the full 3D vectors are rendered as 3D line segments with a local ray casting approach. No preprocessing of the data is needed and no geometry is generated. This technique allows a fast inspection of the data to identify interesting areas where further analysis is necessary (e.g. quantification or generation of streamlines). We also show how the technique is generalized to other glyph shapes than line segments by implementing ellipsoids.  相似文献   

17.
Molecular visualization is an important tool for analysing the results of biochemical simulations. With modern GPU ray casting approaches, it is only possible to render several million of atoms interactively unless advanced acceleration methods are employed. Whole‐cell simulations consist of at least several billion atoms even for simplified cell models. However, many instances of only a few different proteins occur in the intracellular environment, which can be exploited to fit the data into the graphics memory. For each protein species, one model is stored and rendered once per instance. The proposed method exploits recent algorithmic advances for particle rendering and the repetitive nature of intracellular proteins to visualize dynamic results from mesoscopic simulations of cellular transport processes. We present two out‐of‐core optimizations for the interactive visualization of data sets composed of billions of atoms as well as details on the data preparation and the employed rendering techniques. Furthermore, we apply advanced shading methods to improve the image quality including methods to enhance depth and shape perception besides non‐photorealistic rendering methods. We also show that the method can be used to render scenes that are composed of triangulated instances, not only implicit surfaces.  相似文献   

18.
We present novel methods to enhance Computer Generated Holography (CGH) by introducing a complex‐valued wave‐based occlusion handling method. This offers a very intuitive and efficient interface to introduce optical elements featuring physically‐based light interaction exhibiting depth‐of‐field, diffraction, and glare effects. Fur‐thermore, an efficient and flexible evaluation of lit objects on a full‐parallax hologram leads to more convincing images. Previous illumination methods for CGH are not able to change the illumination settings of rendered holo‐grams. In this paper we propose a novel method for real‐time lighting of rendered holograms in order to change the appearance of a previously captured holographic scene. These functionalities are features of a bigger wave‐based rendering framework which can be combined with 2D framebuffer graphics. We present an algorithm which uses graphics hardware to accelerate the rendering.  相似文献   

19.
This paper presents methods for photo‐realistic rendering using strongly spatially variant illumination captured from real scenes. The illumination is captured along arbitrary paths in space using a high dynamic range, HDR, video camera system with position tracking. Light samples are rearranged into 4‐D incident light fields (ILF) suitable for direct use as illumination in renderings. Analysis of the captured data allows for estimation of the shape, position and spatial and angular properties of light sources in the scene. The estimated light sources can be extracted from the large 4D data set and handled separately to render scenes more efficiently and with higher quality. The ILF lighting can also be edited for detailed artistic control.  相似文献   

20.
Volumetric rendering is widely used to examine 3D scalar fields from CT/MRI scanners and numerical simulation datasets. One key aspect of volumetric rendering is the ability to provide perceptual cues to aid in understanding structure contained in the data. While shading models that reproduce natural lighting conditions have been shown to better convey depth information and spatial relationships, they traditionally require considerable (pre)computation. In this paper, a shading model for interactive direct volume rendering is proposed that provides perceptual cues similar to those of ambient occlusion, for both solid and transparent surface-like features. An image space occlusion factor is derived from the radiative transport equation based on a specialized phase function. The method does not rely on any precomputation and thus allows for interactive explorations of volumetric data sets via on-the-fly editing of the shading model parameters or (multi-dimensional) transfer functions while modifications to the volume via clipping planes are incorporated into the resulting occlusion-based shading.  相似文献   

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