Artistic Rendering of Functionally Defined Volumetric Objects

Size: px
Start display at page:

Download "Artistic Rendering of Functionally Defined Volumetric Objects"

Transcription

1 Artistic Rendering of Functionally Defined Volumetric Objects by Masashi Mizota Graduate School of Computer and Information Sciences Hosei University Supervisor: Alexander Pasko March 2006

2 Abstract We propose approaches to artistic (non-photorealistic) rendering of functionally defined volumetric objects, namely gaseous object without clear boundaries. The function-based three-dimensional models are described in the HyperFun language. An outside model of a volumetric object (steam or smoke) is defined with a group of skeletal implicit surface primitives. Internal density is defined with the Noise or Turbulence functions. The volumetric object is converted into volume data. An artistic image is generated by volume ray-tracing using the density value obtained from the volume data. The proposed method makes it possible to create cartoon images and animations of gaseous objects.

3 Contents Chapter 1 Introduction 1 Chapter 2 Related Work 3 Chapter 3 HyperFun Modeling Language 5 Chapter 4 Proposed Approach Gaseous object model Conversion to a volume data set Artistic rendering by using density threshold colors Artistic rendering using density values and strokes Chapter 5 Implementation and Experiments Artistic image of steam Artistic image of thin smoke Animation Chapter 6 Conclusion 22 Chapter 7 Future Work 23 References 24

4 Acknowledgement I would like to thank Professor Alexander Pasko for his support and help. I would like to thank research students of Prof. Pasko.

5 Chapter 1 Introduction In this paper, we propose a method for creating an artistic (non-photorealistic) rendering and animation of functionally defined volumetric objects. In a typical example of volumetric objects, there are clinical diagnosis image (CT, MRI, and PET, etc.), earthquake data, fluid analyses (CFD), and a general non-structural mesh data. More general examples are fire, fog and cloud. In this paper, we select steam and smoke as typical gaseous objects for the experiments. Recently, Non-photorealistic Rendering (NPR) research area is progressing very well. However, there is little research on NPR for volume objects without clear boundaries like cloud or smoke. Furthermore, in the research on some clouds and smokes, particles are allocated in volume, and they are supplemented with some elementary shape (e.g., sphere or another primitive). The related rendering techniques operate only on the surface and do not put consideration in a peculiar density of a gaseous object. In the method we propose, there are three steps for creating artistic images. First, a gaseous object is defined by some functions for overall shape and density. Second, the function model is converted to volume data. Finally, an artistic image is rendered. We propose two methods for artistic rendering. One method uses the density value requested from the volume data and generates Cartoon rendering for several isosurfaces inside the volume. Another method randomly arranges points on several isosurfaces, and the image of a hand-drawn style is generated with the supplementation these points by strokes. For the implementation, we use HyperFun that is a programming language designed for modeling geometric objects defined by single real continuous functions of point coordinates as f (x)>=0 [10] and its extension for modeling objects with attributes [14]. For rendering, we use and modify POV-Ray, which is free ray-tracing software. 1

6 In the following chapters, the related works on NPR rendering and volume rendering are described. In chapter 3, an explanation of HyperFun language is given. In chapter 4, approach to artistic rendering is described in three steps: object model, conversion to volume data, and artistic rendering. In chapter 5, implementation and experiments are described. The images of steam and thin smoke generated by using the proposed algorithms are shown, and animation is generated and illustrated. Conclusions and future work discussion are given in chapter 6. 2

7 Chapter 2 Related Work There are some papers about non-photorealistic rendering of clouds or smoke. Selle and Mohr [1] describe a technique for generating cartoon style animations of smoke. In their method, dynamics of the smoke is generated with a standard liquid simulator and output is in the form of particles. These particles are then rendered as texture mapped 2D stencils, and silhouette edges are added using a depth difference technique to emphasize shape and depth. However, the technique does not work well with varying viewpoints because the feature lines move as the depth direction changes, introducing artifacts due to the viewer motion, rather than the flow. In addition, there is no suitable shading. Hoshino et al. [2] proposed a method for creating cartoon-images and animation of smoke. At first, they set particles from the volume data given by the simulation. Clouds or smokes are represented by allocating a sphere to each particle. The size of the sphere is optimized according to the density distribution of the particles. The shadow is calculated by using the graphics hardware arranging the source of light and the image is generated. The image is acquired from the frame buffer, and converted to a phased shading image that is feature of cell rendering and extracted the outline. The final image is obtained by putting the phased shading image and the outline image together. The authors accelerate rendering by optimizing particles, but the number of particles may differ and formal adjustment cannot be completely taken as a picture changes while optimizing particle in animation. Selle [1] and Hoshino [2] treat smoke simply as a surface without considering the internal distribution of density, that is the main feature of a volumetric object. In our research, we propose the technique for expressing NPR paying attention to the internal distribution of density not treated them. Perry [4] proposed a novel framework for NPR based on adaptively sampled distance fields. A distance field is a scalar field that specifies the minimum distance to the surface of a shape. When the distance field is signed, the sign can be used to distinguish between the inside and outside of the shape. 3

8 Lu et al. [5] presented a framework for an interactive direct volume illustration system that simulates traditional stipple drawing. They explore several feature enhancement techniques to create effective visualizations of scientific and medical datasets. Rheingans [7] introduced the volume illustration approach, combining the familiarity of a physics-based illumination model with the ability to enhance important features using non-photorealistic rendering techniques. The properties that can be incorporated into the volume illustration procedures include the following: volume sample location and value, local volumetric properties, such as gradient and minimal change direction, view direction, and light information. Nagy [8] proposed a non-photorealistic rendering technique for volumetric data sets. For a number of seed points that are placed appropriately to represent selected volume structures, curvature lines are traced and encoded by a sparse set of control points. These curves are finally drawn as hatching strokes modulated by anisotropic lighting and transparency. Ebert [9] proposed a volumetric modeling and animation technique that combines implicit surfaces with turbulence-based procedural techniques. This technique can produce a realistic cloud image. A cumulus is created by positioning some implicit spheres with varying radii and blending amounts to define the overall shape of the cloud. The difference between these researches and our research is that we use functionally defined volume for a gaseous object and various levels of density inside the volume in the rendering techniques. 4

9 Chapter 3 HyperFun Modeling Language For implementation, we use HyperFun that is a programming language designed for modeling geometric objects defined by single real continuous functions of point coordinates as F(x) 0 [1]. This representation is called function representation (FRep) [8, 9]. In FRep, complex geometric objects are constructed using simple primitives from the FRep library and operations on them. Since FRep models are more general than traditional skeletal implicit surfaces, convolution surfaces, distance-based models, CSG (Constructive Solid Geometry), sweeps, and voxel models, HyperFun can deal with all these geometric models. In HyperFun, FRep objects are described using assignments, conditional selections, and iterations as in traditional programming languages. In addition to arithmetic and relational operators, HyperFun has built-in set-theoretic operators such as union, intersection, subtraction, and others. Some predefined library primitives and operators are available in HyperFun. Using these functionalities, quite complex objects can be modeled. HyperFun can define a multidimensional object by a function of several variables. For example, an object changing in time can be defined by F(x,y,z,t) with t representing time. In HyperFun, a geometric object in 3D space is described by: the inside, the surface, and the outside. F(x) > 0: the inside of an object F(x) = 0: the surface of an object F(x) < 0: the outside of an object In addition, HyperFun can define object properties. Object properties are modeled as attributes: photometric (opacity, color and reflectance), material, density, temperature. The attribute is defined by array of S(x) [14]. For example, when an array of s(x) is (1,1,1), an object is colored to white. This is a rule which determines where a given point belongs. The user can create own library of object by basing on this rule. 5

10 Chapter 4 Proposed Approach We propose a technique for generating cartoon images of steam and smoke. As we deal with the volumetric object, it is not enough only to render some surface. We select several volume density values and thus several isosurfaces inside the volume. These isosurfaces are rendered with parameters depending on the density value to simulate the visual effect of the semi-transparent media. For the given object, we select several threshold intervals T n (n=1, 2, 3...) of the density value to be used for changing rendering parameters. Our rendering system consists of three main components: define a gaseous object model by using the function representation; convert the model into a volume data; and rendering system for making an artistic image. We propose two rendering methods, namely a density threshold colors method and a strokes method Gaseous object model Let us describe a functional definition of a gaseous object. In the functionbased model, the outward form of the model is defined by the function f(x), and the inner density distribution model is defined by the function s(x). We define the outward form of the gaseous object by using blobby and convolution surface models, because ordinarily, a handwritten cartoon image of smoke or cloud is seen like a set of blended spheres. However, it is possible to use any primitive for defining the outward shape. The inside of the object is defined by using the function of turbulence for representing density. The turbulence-based [13] volumetric procedures allow for control of the density and edge sharpness of the object. 6

11 Attributes in the function representation. In FRep, physical and abstract objects and phenomena are modeled as point sets. Object properties are modeled as attributes: photometric (opacity, color and reflectance), material, density, temperature as follows: Volume model = {3D point set, point attributes}. Each point: {(x, y, z), (s1, s2,, sn)}. Figure 1 shows samples of attributes usage. Figure 1(a) illustrates simple change of color by coordinate x. Figure 1(b) shows the use of color attribute library function hfa_noiseg(x), which defines the Gardner s noise function. Figure 1(c) is an image of a cube with the turbulence procedure used to define gray color. (a) (b) (c) Figure 1. Samples of attributes Turbulence. Turbulence is a random noise function. The inner part of a gaseous object can be filled by turbulence making randomly scattered volume density. In our method, we use the Perlin s turbulence method [13]. The Perlin's turbulence function is defined as the sum of noise functions with different amplitudes over a range of different frequencies: 7

12 Turb(point, n) = n t Noise(point.2 ) t t = 0 2 where point is a point in space of any dimension, n is the number of frequencies, and Noise is a noise function. A noise function produces values that are apparently stochastic. A lattice noise is used as a noise function. A lattice noise function outputs a pseudo random number for the given space point and it is a continuous function. Since the turbulence function is a sum of continuous noise functions, and then the turbulence function is equally a continuous function. The turbulence library function in HyperFun is hfa_turbulence(x, freq), where x is a point coordinates array, and freq is frequency of the turbulence. Output is a value in [0, 1]. Figure 2 is a sample of turbulence. Frequency at the left picture is 1.25 and at the right picture is Figure 2. Sample of hfa_turbulence Conversion to a volume data set The defined functional model is converted into the volume data set (voxel array). The size of the volume is assumed to be nx*ny*nz, and the density is recorded in each voxel. In our technique, first, the function model is converted into the slice image grayscale images similar to CT data. Next, the density data is acquired by reading 8

13 the intensity values of the 2D image slices and using them as 3D volume data in the form acceptable for the renderer. The point coordinates and the density value are converted to a voxel stored in the volume data set. Figure 3 shows an illustration of slice data generation and one slice of a cylinder with internal turbulence attribute. Table 1 is a relation list of color and density value in the slice image. Moreover, the shape and density changes of the object according to the passage of time are followed by continuously updating the volume data according to the time series. Figure 3. Slices generation (left) and a slice image of cylinder with turbulence (right). Table 1. Relation of color and density value. RGB color Density value Color is Black 0, 0, Color is Gray 127, 127, Color is White 255, 255,

14 4.3. Artistic rendering by using density threshold colors. We propose a method for generating cartoon images of gaseous objects by using volume data. There are two steps: evaluation of the density and calculation of the intersection density threshold. In the process of ray tracing, the density value at each point is calculated from the volume data set. For example, the density data is obtained for a simple cylinder as shown in Figure 4. Figure 4. Example of a cylinder and a density graph. The ray-isosurface intersection for each threshold interval T n (n=1,2,3...) is calculated for the density data as shown in Figure 5. The left is the pure cylinder density function and the right is the cylinder density function with added turbulence. Figure 5. Finding density levels by threshold intervals. 10

15 Color is assigned to the respective threshold levels T n, and the color of the pixel for the ray-isosurface intersection is taken as the color of the corresponding T n. Colors close to the white level are assigned to the threshold with high density, and colors close to black are assigned to the low one. Thus, ray tracing produces the image with the cartoon style discrete grey levels. Figure 6 shows ray-traced images of a cylinder with the smooth and turbulent density attributes. Figure 6. Example of an artistic cylinder image Artistic rendering using density values and strokes. We propose another technique for rendering gaseous objects in a hand drawn style by generating strokes using density values. To make strokes, points are selected on the isosurface contour for the given density threshold value. We select points with maximum and minimum values of X-coordinates with constant Y coordinates on the contour (Figure 4). The minimum value is stored in the array of Left_Line, and the maximum value is stored in the array of Right_Line. 11

16 Figure 7. Finding points for strokes. Strokes are generated between detected points of the contour using the arrays Left_Line and Right_Line. Figure 5 (b) shows straight line strokes for one isosurface contour. Because general hand drawn steam is usually by curves, we supplement detected points with the curved strokes. Left_Line strokes are defined to bend to the left, and Right_Line is defined oppositely. Moreover, the first points of each array are connected by the curve too. Figure 5(c) shows a contour rendered with curved strokes. To simulate steam appearance, the following conditions are put for each density isosurface contour: - The color and the thickness of strokes are changed according to the density value. - The number of the strokes is decreased with random variation while the isosurface becoming deeper internal, because outside outline is clarified and the inside part will be rendered as indistinct fuzzy media. (a) (b) (c) Figure 8. Points and strokes for steam rendering. 12

17 Chapter 5 Implementation and Experiments 5.1 Artistic image of steam. The implementation includes steps of the model definition, generation of volume data, and the modification of POV-Ray for artistic rendering Definition of steam model We implement the steam model as follows: f(x) = 1; s(x) = hfconvcurve(x,vect,s,t) & hfa_turbulence(x,freq ); hfconvcurve is a convolution primitive with the curve skeleton (set of connected line segments), x is a point coordinates array, vect is coordinate array for vertices of the curve, S is an array of kernel width control parameters for each line segment, and T is a threshold; freq is frequency of the turbulence. Normally, the attributes are defined by the array s(x) when f(x) > threshold (ex.-0.01) in HyperFun. However with f(x)=1 we can consider distribution of the density attribute in the entire space. For the test model, we add the following expression to simulate diffusion of steam going up with thinning of the density. s[x] = s[x] * (1 - (y + α) * 0.1); Figure 9 is a source code of the Steam.hf model. 13

18 my_model(x[3], a[1], s[3]) { array xt[3], vertex[30], Sval[9]; xt[1]=x[1]; xt[2]=x[2]; xt[3]=x[3]; vertex = [ 0.0, -6.0, 0.0, 0.0, -5.0, 0.0, 0.0, -4.0, 0.0, 0.0, -2.0, 0.0, 0.0, -0.0, 0.0, 0.0, 2.0, 0.0, 0.0, 4.0, 0.0, 0.0, 6.0, 0.0, 0.0, 8.0, 0.0, 0.0, 10.0, 0.0 ]; Sval = [1.5, 1.5, 1.5, 1.5, 1.5, 1.5, 1.5, 1.5, 1.5]; smoke = hfconvcurve(xt, vertex, Sval, 0.1); noise =hfa_turbulence(x,1.5); s[1] = smoke & noise; s[2] = smoke & noise; s[3] = smoke & noise; if(x[2] > -6) then s[1] = s[1] * (1 - (x[2]+6)*0.05); s[2] = s[2] * (1 - (x[2]+6)*0.05); s[3] = s[3] * (1 - (x[2]+6)*0.05); endif; my_model = 1; } Figure 9. Steam model in HyperFun Generation of volume data set For making volume data, the steam model is converted into 200 bitmap images of 200x200 pixels by using the HFSlicer software. HFslicer is a slice viewer for HyperFun. Slices are performed along the Z axis. Figure 10 is one of slice images. When the model is sliced, the following command is used: hfslicer steam.hf -nslice 200 -bmp steam -b -8,-8,-8,8,8,8 -w

19 The -nslice defines the number of slices. The -bmp parameter is radix for the bmp file output. The -b parameter defines the bounding box. The -w parameter specifies the image size (always a square). The density value in each voxel is calculated from the color obtained by reading the bitmap image, and the density is stored as df3 file, which is a file format for volume data. As a result, we can get the volume data of 200x200x200 size. We used the density file enhancing patch of Mr. Suzuki in the National Institute of Advanced Industrial Science and Technology to mount in POV-Ray. In POV- Ray, external data of three dimensions can be read with density file (DF3), and media, isosurface, and texture can be changed according to the value. However, it was inconvenient to use it to display experimental data and the computer simulation because the density file was able to use only the integers of 8bit. Then, the format of the Density_File parameter was enhanced by applying Mr. Suzuki's patch and the integer in two bytes, the real numbers in four bytes, and the data such as text files can be treated. In addition, the option of the interpolation between data was added and smoother rendering was enabled (see Figure 10). The following headers are necessary for the DF3 file besides the density data: [Type] Float //data type: Float, Int(2byte), Char(1byte) [Format] Text //data format: Text, Binary [X_size] 200 //Dimension of data of direction of X. Integer value 4 or more. [Y_size] 200 //Dimension of data of direction of Y. Integer value 4 or more. [Z_size] 200 //Dimension of data of direction of Z. Integer value 1 or more [Endian] Little // The order of Binary data when Format is Binary [Cyclic] On // On : when data is repeated periodically beyond the limits of 0<(x y z)<1 [Data] //density data. 0.0 < data <1.0 15

20 Figure 10. Slice image of steam Artistic image generation. The generated volume data is read to POV-Ray. Figure 11 is a source code in which steam volume data is specified for POV-Ray. The volume is called by using the Media object supported by POV-Ray as an interior of a box. The emission is a color of the light issued from the corpuscle of media. Scattering is a parameter that gives the character to scatter light in media. The color of the scattered type and the scattered light is specified there. The interval and sample of necessary parameters are set to a little larger than 20. These parameters define intervals advanced by a ray during tracing. The method is a sampling method. The interpolate in density does the third supplementation by 2, and makes the volume smoother. The frequency does the volume data clipped between from 0 to 1 when not specifying it for 0. The hollow is a parameter to make contents of the box that is the container empty. 16

21 object{ } Smoke = object{ box {0,1 texture { pigment {rgbt 1} } interior { media { emission 1 scattering {2, 1} intervals 20 samples 20,20 method 3 density { density_file df3 "df_smoke.df" interpolate 2 frequency 0 } } } hollow } } Figure 11. Volume data specification in POV-Ray The modification part of the existing POV-Ray source code is the following. For the density threshold color method, we changed the media.cpp module to calculate the density value, and to detect the intersection with the threshold isosurface. The render.cpp is changed for cartoon rendering of the entire image. The color was gradually made to darken based on a threshold corresponding to the most inside isosurface where the density is high. For the stroke method, the module render.cpp is changed for the points generation and rendering of strokes. The interval was reduced at intervals of the line to take the point from the threshold as the density rose. The stroke is classified into three kinds: left line, right line and top line. The difference of the left line and the right line isthe direction of the swelling of the stroke, and the top line is a stroke connecting the highest points of the right and the left strokes by the curve. For the isosurfaces other than the most outside one, we specify the number of strokes at random. As for the thickness of the stroke, the stroke is gradually made to thicken from the outside to inside. 17

22 Figure 12 (a) is a realistic image of steam. Figure 12(b) shows artistic rendering with density threshold colors (see 4.3). In this image, there are five given threshold intervals. When a certain threshold is taken, the line that expresses the isosurface of steam might become notched. However, it is expectable that the line with peculiar width seems to be steam. Figure 12(c) is an artistic image obtained using the density values and strokes (see 4.4). There are four given threshold intervals and the thickness of the stroke is used from 1 dot to 3 dots. (a) (b) (c) Figure 12. Realistic (a) and artistic (b, c) images of steam Artistic image of thin smoke. Figure 13 is an artistic image of thin smoke rendered by using the density threshold colors method. This model is a convolution primitive with a curve 18

23 skeleton with added turbulence. With NPR applied only to the surface, this thin smoke object is not expressible and would be seen only as a bent cylinder, because there is no ruggedness on the surface. Figure 13. Thin smoke. Figure 14 is a source code of ThinSmoke.hf, where Sval is an array of kernel width control parameters for each line segment, and we change Sval to smaller values than for steam. The frequency of turbulence is small. 19

24 my_model(x[3], a[1], s[3]) { array xt[3], vertex[30], Sval[9]; xt[1]=x[1]; xt[2]=x[2]; xt[3]=x[3]; vertex = [ 0.0, -8.0, 0.0, -2.0, -6.0, 0.0, -1.7, -4.0, 0.0, -1.0, -2.0, 0.0, -0.3, -0.0, 0.0, 0.0, 2.0, 0.0, -0.3, 4.0, 0.0, -1.0, 6.0, 0.0, -1.4, 8.0, 0.0, -1.0, 10.0, 0.0 ]; Sval = [1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0,1.0]; smoke = hfconvcurve(xt, vertex, Sval, 1.0); noise =hfa_turbulence(x,1.05); } s[1] = smoke & noise; s[2] = smoke & noise; s[3] = smoke & noise; if(x[2] > -6) then s[1] = s[1] * (1 - (x[2]+6)*0.01); s[2] = s[2] * (1 - (x[2]+6)*0.01); s[3] = s[3] * (1 - (x[2]+6)*0.01); endif; my_model = 1; Figure 14. ThinSmoke.hf 5.3 Animation We simulate animation by rotating the camera. The animations with general NPR techniques using strokes typically have flicker. The coherence between frames cannot be maintained because the strokes are calculated again with changing the view. Our method of paragraph 3.3 can make flicker-free animation because it uses density values only without strokes. However, there is a part where the notched line that is the problem of density threshold color method similar to the jaggy. The model used for making animation is a steam model of a density threshold color method. The camera is rotated about y axis by 360 degrees. Bitmap images 20

25 of 100 frames were generated with applying the following options to the command line option of POVRay. +W320 +H240 +KFF100 The +W320 is width of image, and the +H240 is height of image. The +KFF is key final frame. Other parameters were all set by default, key initial frame is 1, initial clock is 0 and final clock is 1. The sample animation plays image with five frames per second. Only the camera is moved in this animation with steam fixed. The volume data changing at every frame is necessary for animation where steam moves. Figure 15. Animation frames. 21

26 Chapter 6 Conclusion In this paper, we proposed a new artistic rendering method for functionally defined volumetric objects. Gaseous object is defined by function with turbulence, and the defined functional model is converted into the volume data set. The technique using the density threshold colors is able to produce cartoon-like images that express gaseous objects with long lines of peculiar strength. In addition to steam rendering, it was possible to express thin smoke. The method of stroke style rendering is able to express hand-drawn steam. The density threshold color method can be used for animation. 22

27 Chapter 7 Future Work Our research and development has five future work directions from simple to more complex: First, in the density threshold color method, a notched line that goes out according to a certain threshold has to be changed to a gradual line. Second, the method of stroke style concerns only simple curve stroke. Our future work is to render various stroke types such as brush strokes, and we consider it possible to calculate a color of smoke from the density and the color of the background object. Third, we need to propose an approach to efficiently and probably locally convert a functional model into a voxel array (or ADF). This approach can improve direct volume rendering of functional models. Fourth, it is necessary to automatically define thresholds of the density values to generate better images. Moreover, it is improved that a notched line is generated depending on a certain threshold. Finally, for making animation, the generation of volume changing in time is needed because the object changes at every frame. As a result, the number of volumes becomes huge. It is possible to solve that problem by improving program to supplement the volume from the beginning and the last volume. 23

28 References [1] Andrew Selle, Alex Mohr, Stephen Chenney, Cartoon Rendering of Smoke Animations, International Symposium on Non-Photorealistic Animation and Rendering NPAR, 2004, pp [2] Takahashi Hoshino, Yoshinori Dobashi, Tsuyoshi Yamamoto, Cartoon Rendering of Smoke, IPSJ SIG Technical Report, [3] Oliver Deussen, Thomas Strothotte, Computer-Generated Pen-and-Ink Illustration of Trees, Proc. SIGGRAPH 2000, 2000, pp [4] Ronald N. Perry, Sarah F. Frisken, A New Framework For Non-Photorealistic Rendering, Technical Report 2001-TR , [5] Aidong Lu, C. Morris, D. Ebert, P. Rheingans, C. Hansen, Non-photorealistic Volume Rendering Using Stippling Techniques, Proceedings of IEEE Visualizaton 2002, pp [6] L. Neumann, B. Csebfalvi, A. Konig, and E. Groller, Gradient estimation in volume data using 4D linear regression. Computer Graphics Forum, 19(3), August 2000, pp [7] Penny Rheingans, David Ebert, Volume Illustration: Non-photorealistic Rendering of Volume Models. IEEE Transactions on Visualization and Computer Graphics, vol 7, no 3, pp [8] Zoltan Nagy, Jens Schneider, Rudiger Westermann, Interactive Volume Illustration, Vision Modeling and Visualization, 2002, pp [9] David S. Ebert, Volumetric Modeling with Implicit Function (A Cloud is Born), ACM SIGGRAPH 97 Technical Sketches Program, August [10] V. Adzhiev, R. Cartwright, E. Fausett, A. Ossipov, A. Pasko, V. Savchenko, "HyperFun project: a framework for collaborative multidimensional F-rep modeling", Implicit Surfaces '99 Workshop, 1999, pp

29 [11] Pasko A., Adzhiev V., Sourin A., Savchenko V., Function representation in geometric modeling: concepts, implementation and applications, The Visual Computer, vol.11, No.8, 1995, pp [12] A. Pasko, V. Savchenko, Blending operations for the functionally based constructive geometry, Set-theoretic Solid Modeling: Techniques and Applications, CSG 94 Conference Proceedings, Information Geometers, Winchester, UK, 1994, pp.1-8. [13] K. Perlin, An image synthesizer, SIGGRAPH 1985, pp [14] Pasko A., Adzhiev V, Schmitt B, Schlick C, Constructive hypervolume modeling,, Graphical Models, special issue on Volume Modeling, vol. 63, No. 6, November 2001, pp

Artistic Rendering of Function-based Shape Models

Artistic Rendering of Function-based Shape Models Artistic Rendering of Function-based Shape Models by Shunsuke Suzuki Faculty of Computer and Information Science Hosei University n00k1021@k.hosei.ac.jp Supervisor: Alexander Pasko March 2004 1 Abstract

More information

Volume visualization. Volume visualization. Volume visualization methods. Sources of volume visualization. Sources of volume visualization

Volume visualization. Volume visualization. Volume visualization methods. Sources of volume visualization. Sources of volume visualization Volume visualization Volume visualization Volumes are special cases of scalar data: regular 3D grids of scalars, typically interpreted as density values. Each data value is assumed to describe a cubic

More information

11/1/13. Visualization. Scientific Visualization. Types of Data. Height Field. Contour Curves. Meshes

11/1/13. Visualization. Scientific Visualization. Types of Data. Height Field. Contour Curves. Meshes CSCI 420 Computer Graphics Lecture 26 Visualization Height Fields and Contours Scalar Fields Volume Rendering Vector Fields [Angel Ch. 2.11] Jernej Barbic University of Southern California Scientific Visualization

More information

Visualization. CSCI 420 Computer Graphics Lecture 26

Visualization. CSCI 420 Computer Graphics Lecture 26 CSCI 420 Computer Graphics Lecture 26 Visualization Height Fields and Contours Scalar Fields Volume Rendering Vector Fields [Angel Ch. 11] Jernej Barbic University of Southern California 1 Scientific Visualization

More information

Volume Illumination & Vector Field Visualisation

Volume Illumination & Vector Field Visualisation Volume Illumination & Vector Field Visualisation Visualisation Lecture 11 Institute for Perception, Action & Behaviour School of Informatics Volume Illumination & Vector Vis. 1 Previously : Volume Rendering

More information

Volume Illumination and Segmentation

Volume Illumination and Segmentation Volume Illumination and Segmentation Computer Animation and Visualisation Lecture 13 Institute for Perception, Action & Behaviour School of Informatics Overview Volume illumination Segmentation Volume

More information

Visualization Computer Graphics I Lecture 20

Visualization Computer Graphics I Lecture 20 15-462 Computer Graphics I Lecture 20 Visualization Height Fields and Contours Scalar Fields Volume Rendering Vector Fields [Angel Ch. 12] April 15, 2003 Frank Pfenning Carnegie Mellon University http://www.cs.cmu.edu/~fp/courses/graphics/

More information

Visualization Computer Graphics I Lecture 20

Visualization Computer Graphics I Lecture 20 15-462 Computer Graphics I Lecture 20 Visualization Height Fields and Contours Scalar Fields Volume Rendering Vector Fields [Angel Ch. 12] November 20, 2003 Doug James Carnegie Mellon University http://www.cs.cmu.edu/~djames/15-462/fall03

More information

Height Fields and Contours Scalar Fields Volume Rendering Vector Fields [Angel Ch. 12] April 23, 2002 Frank Pfenning Carnegie Mellon University

Height Fields and Contours Scalar Fields Volume Rendering Vector Fields [Angel Ch. 12] April 23, 2002 Frank Pfenning Carnegie Mellon University 15-462 Computer Graphics I Lecture 21 Visualization Height Fields and Contours Scalar Fields Volume Rendering Vector Fields [Angel Ch. 12] April 23, 2002 Frank Pfenning Carnegie Mellon University http://www.cs.cmu.edu/~fp/courses/graphics/

More information

Non-Photorealistic Rendering

Non-Photorealistic Rendering 15-462 Computer Graphics I Lecture 22 Non-Photorealistic Rendering November 18, 2003 Doug James Carnegie Mellon University http://www.cs.cmu.edu/~djames/15-462/fall03 Pen-and-Ink Illustrations Painterly

More information

Visualization. Images are used to aid in understanding of data. Height Fields and Contours Scalar Fields Volume Rendering Vector Fields [chapter 26]

Visualization. Images are used to aid in understanding of data. Height Fields and Contours Scalar Fields Volume Rendering Vector Fields [chapter 26] Visualization Images are used to aid in understanding of data Height Fields and Contours Scalar Fields Volume Rendering Vector Fields [chapter 26] Tumor SCI, Utah Scientific Visualization Visualize large

More information

Scalar Data. Visualization Torsten Möller. Weiskopf/Machiraju/Möller

Scalar Data. Visualization Torsten Möller. Weiskopf/Machiraju/Möller Scalar Data Visualization Torsten Möller Weiskopf/Machiraju/Möller Overview Basic strategies Function plots and height fields Isolines Color coding Volume visualization (overview) Classification Segmentation

More information

9. Three Dimensional Object Representations

9. Three Dimensional Object Representations 9. Three Dimensional Object Representations Methods: Polygon and Quadric surfaces: For simple Euclidean objects Spline surfaces and construction: For curved surfaces Procedural methods: Eg. Fractals, Particle

More information

Interactive Modeling of Heterogeneous Volumetric Objects

Interactive Modeling of Heterogeneous Volumetric Objects Interactive Modeling of Heterogeneous Volumetric Objects by Kunio Miyazaki Graduate School of Computer and Information Science Hosei University Email: i04t0019@k.hosei.ac.jp March 2006 Abstract We deal

More information

Non-Photorealistic Experimentation Jhon Adams

Non-Photorealistic Experimentation Jhon Adams Non-Photorealistic Experimentation Jhon Adams Danny Coretti Abstract Photo-realistic rendering techniques provide an excellent method for integrating stylized rendering into an otherwise dominated field

More information

POVRAY: a tool for scientific visualisation Paul Bourke WASP, UWA

POVRAY: a tool for scientific visualisation Paul Bourke WASP, UWA POVRAY: a tool for scientific visualisation Paul Bourke WASP, UWA Introduction POVRay is a raytracer. For each position (pixels) in the image plane rays are traced from a virtual camera into a scene. The

More information

Applications of Explicit Early-Z Culling

Applications of Explicit Early-Z Culling Applications of Explicit Early-Z Culling Jason L. Mitchell ATI Research Pedro V. Sander ATI Research Introduction In past years, in the SIGGRAPH Real-Time Shading course, we have covered the details of

More information

Volume Illumination, Contouring

Volume Illumination, Contouring Volume Illumination, Contouring Computer Animation and Visualisation Lecture 0 tkomura@inf.ed.ac.uk Institute for Perception, Action & Behaviour School of Informatics Contouring Scaler Data Overview -

More information

Rendering Smoke & Clouds

Rendering Smoke & Clouds Rendering Smoke & Clouds Game Design Seminar 2007 Jürgen Treml Talk Overview 1. Introduction to Clouds 2. Virtual Clouds based on physical Models 1. Generating Clouds 2. Rendering Clouds using Volume Rendering

More information

Hot Topics in Visualization

Hot Topics in Visualization Hot Topic 1: Illustrative visualization 12 Illustrative visualization: computer supported interactive and expressive visualizations through abstractions as in traditional illustrations. Hot Topics in Visualization

More information

Paint by Numbers and Comprehensible Rendering of 3D Shapes

Paint by Numbers and Comprehensible Rendering of 3D Shapes Paint by Numbers and Comprehensible Rendering of 3D Shapes Prof. Allison Klein Announcements Sign up for 1 st presentation at end of class today Undergrads: Thinking about grad school? Still here over

More information

GPU-based Volume Rendering. Michal Červeňanský

GPU-based Volume Rendering. Michal Červeňanský GPU-based Volume Rendering Michal Červeňanský Outline Volume Data Volume Rendering GPU rendering Classification Speed-up techniques Other techniques 2 Volume Data Describe interior structures Liquids,

More information

CHAPTER 1 Graphics Systems and Models 3

CHAPTER 1 Graphics Systems and Models 3 ?????? 1 CHAPTER 1 Graphics Systems and Models 3 1.1 Applications of Computer Graphics 4 1.1.1 Display of Information............. 4 1.1.2 Design.................... 5 1.1.3 Simulation and Animation...........

More information

Modeling 3D Objects: Part 2

Modeling 3D Objects: Part 2 Modeling 3D Objects: Part 2 Patches, NURBS, Solids Modeling, Spatial Subdivisioning, and Implicit Functions 3D Computer Graphics by Alan Watt Third Edition, Pearson Education Limited, 2000 General Modeling

More information

Clipping. CSC 7443: Scientific Information Visualization

Clipping. CSC 7443: Scientific Information Visualization Clipping Clipping to See Inside Obscuring critical information contained in a volume data Contour displays show only exterior visible surfaces Isosurfaces can hide other isosurfaces Other displays can

More information

Computer Graphics 1. Chapter 2 (May 19th, 2011, 2-4pm): 3D Modeling. LMU München Medieninformatik Andreas Butz Computergraphik 1 SS2011

Computer Graphics 1. Chapter 2 (May 19th, 2011, 2-4pm): 3D Modeling. LMU München Medieninformatik Andreas Butz Computergraphik 1 SS2011 Computer Graphics 1 Chapter 2 (May 19th, 2011, 2-4pm): 3D Modeling 1 The 3D rendering pipeline (our version for this class) 3D models in model coordinates 3D models in world coordinates 2D Polygons in

More information

03 Vector Graphics. Multimedia Systems. 2D and 3D Graphics, Transformations

03 Vector Graphics. Multimedia Systems. 2D and 3D Graphics, Transformations Multimedia Systems 03 Vector Graphics 2D and 3D Graphics, Transformations Imran Ihsan Assistant Professor, Department of Computer Science Air University, Islamabad, Pakistan www.imranihsan.com Lectures

More information

Interactive Volume Illustration and Feature Halos

Interactive Volume Illustration and Feature Halos Interactive Volume Illustration and Feature Halos Nikolai A. Svakhine Purdue University svakhine@purdue.edu David S.Ebert Purdue University ebertd@purdue.edu Abstract Volume illustration is a developing

More information

Hot Topics in Visualization. Ronald Peikert SciVis Hot Topics 12-1

Hot Topics in Visualization. Ronald Peikert SciVis Hot Topics 12-1 Hot Topics in Visualization Ronald Peikert SciVis 2007 - Hot Topics 12-1 Hot Topic 1: Illustrative visualization Illustrative visualization: computer supported interactive and expressive visualizations

More information

Scalar Algorithms: Contouring

Scalar Algorithms: Contouring Scalar Algorithms: Contouring Computer Animation and Visualisation Lecture tkomura@inf.ed.ac.uk Institute for Perception, Action & Behaviour School of Informatics Contouring Scaler Data Last Lecture...

More information

VOLUME PAINTING: INCORPORATING VOLUMETRIC RENDERING WITH LINE INTEGRAL CONVOLUTION (LIC)

VOLUME PAINTING: INCORPORATING VOLUMETRIC RENDERING WITH LINE INTEGRAL CONVOLUTION (LIC) VOLUME PAINTING: INCORPORATING VOLUMETRIC RENDERING WITH LINE INTEGRAL CONVOLUTION (LIC) A Thesis by JAEWOOK LEE Submitted to the Office of Graduate Studies of Texas A&M University in partial fulfillment

More information

Non-Photo Realistic Rendering. Jian Huang

Non-Photo Realistic Rendering. Jian Huang Non-Photo Realistic Rendering Jian Huang P and NP Photo realistic has been stated as the goal of graphics during the course of the semester However, there are cases where certain types of non-photo realistic

More information

Real-Time Non- Photorealistic Rendering

Real-Time Non- Photorealistic Rendering Real-Time Non- Photorealistic Rendering Presented by: Qing Hu LIAO SOCS, McGill Feb 1, 2005 Index Introduction Motivation Appel s Algorithm Improving Schema Rendering Result Economy of line A great deal

More information

Medical Visualization - Illustrative Visualization 2 (Summary) J.-Prof. Dr. Kai Lawonn

Medical Visualization - Illustrative Visualization 2 (Summary) J.-Prof. Dr. Kai Lawonn Medical Visualization - Illustrative Visualization 2 (Summary) J.-Prof. Dr. Kai Lawonn Hatching 2 Hatching Motivation: Hatching in principle curvature direction Interrante et al. 1995 3 Hatching Hatching

More information

Constructive Hypervolume Modeling

Constructive Hypervolume Modeling Constructive Hypervolume Modeling Alexander Pasko α, Valery Adzhiev β, Benjamin Schmitt γ and C. Schlick γ α Department of Digital Media, Hosei University 3-7-2 Kajino-cho Koganei-shi,Tokyo 184-8584 Japan.

More information

Scalar Data. CMPT 467/767 Visualization Torsten Möller. Weiskopf/Machiraju/Möller

Scalar Data. CMPT 467/767 Visualization Torsten Möller. Weiskopf/Machiraju/Möller Scalar Data CMPT 467/767 Visualization Torsten Möller Weiskopf/Machiraju/Möller Overview Basic strategies Function plots and height fields Isolines Color coding Volume visualization (overview) Classification

More information

Volume Illumination. Visualisation Lecture 11. Taku Komura. Institute for Perception, Action & Behaviour School of Informatics

Volume Illumination. Visualisation Lecture 11. Taku Komura. Institute for Perception, Action & Behaviour School of Informatics Volume Illumination Visualisation Lecture 11 Taku Komura Institute for Perception, Action & Behaviour School of Informatics Taku Komura Volume Illumination & Vector Vis. 1 Previously : Volume Rendering

More information

Shape Representation Basic problem We make pictures of things How do we describe those things? Many of those things are shapes Other things include

Shape Representation Basic problem We make pictures of things How do we describe those things? Many of those things are shapes Other things include Shape Representation Basic problem We make pictures of things How do we describe those things? Many of those things are shapes Other things include motion, behavior Graphics is a form of simulation and

More information

Fast Visualization of Object Contours by Non-Photorealistic Volume Rendering

Fast Visualization of Object Contours by Non-Photorealistic Volume Rendering Fast Visualization of Object Contours by Non-Photorealistic Volume Rendering Balázs Csébfalvi bfalvi,, Lukas Mroz, Helwig Hauser, Andreas König, Eduard Gröller Institute of Computer Graphics and Algorithms

More information

CS 5630/6630 Scientific Visualization. Volume Rendering I: Overview

CS 5630/6630 Scientific Visualization. Volume Rendering I: Overview CS 5630/6630 Scientific Visualization Volume Rendering I: Overview Motivation Isosurfacing is limited It is binary A hard, distinct boundary is not always appropriate Slice Isosurface Volume Rendering

More information

L18 POV-Ray - Part 4

L18 POV-Ray - Part 4 Geophysical Computing L18-1 L18 POV-Ray - Part 4 1. Volume Visualization In this lecture we will talk about how to do volume visualization in POV-Ray. I haven t found a large number of examples on the

More information

0. Introduction: What is Computer Graphics? 1. Basics of scan conversion (line drawing) 2. Representing 2D curves

0. Introduction: What is Computer Graphics? 1. Basics of scan conversion (line drawing) 2. Representing 2D curves CSC 418/2504: Computer Graphics Course web site (includes course information sheet): http://www.dgp.toronto.edu/~elf Instructor: Eugene Fiume Office: BA 5266 Phone: 416 978 5472 (not a reliable way) Email:

More information

Isosurface Rendering. CSC 7443: Scientific Information Visualization

Isosurface Rendering. CSC 7443: Scientific Information Visualization Isosurface Rendering What is Isosurfacing? An isosurface is the 3D surface representing the locations of a constant scalar value within a volume A surface with the same scalar field value Isosurfaces form

More information

Volume Rendering. Lecture 21

Volume Rendering. Lecture 21 Volume Rendering Lecture 21 Acknowledgements These slides are collected from many sources. A particularly valuable source is the IEEE Visualization conference tutorials. Sources from: Roger Crawfis, Klaus

More information

EF432. Introduction to spagetti and meatballs

EF432. Introduction to spagetti and meatballs EF432 Introduction to spagetti and meatballs CSC 418/2504: Computer Graphics Course web site (includes course information sheet): http://www.dgp.toronto.edu/~karan/courses/418/ Instructors: L2501, T 6-8pm

More information

CS GPU and GPGPU Programming Lecture 2: Introduction; GPU Architecture 1. Markus Hadwiger, KAUST

CS GPU and GPGPU Programming Lecture 2: Introduction; GPU Architecture 1. Markus Hadwiger, KAUST CS 380 - GPU and GPGPU Programming Lecture 2: Introduction; GPU Architecture 1 Markus Hadwiger, KAUST Reading Assignment #2 (until Feb. 17) Read (required): GLSL book, chapter 4 (The OpenGL Programmable

More information

An Efficient Approach for Emphasizing Regions of Interest in Ray-Casting based Volume Rendering

An Efficient Approach for Emphasizing Regions of Interest in Ray-Casting based Volume Rendering An Efficient Approach for Emphasizing Regions of Interest in Ray-Casting based Volume Rendering T. Ropinski, F. Steinicke, K. Hinrichs Institut für Informatik, Westfälische Wilhelms-Universität Münster

More information

Rendering Grass Terrains in Real-Time with Dynamic Lighting. Kévin Boulanger, Sumanta Pattanaik, Kadi Bouatouch August 1st 2006

Rendering Grass Terrains in Real-Time with Dynamic Lighting. Kévin Boulanger, Sumanta Pattanaik, Kadi Bouatouch August 1st 2006 Rendering Grass Terrains in Real-Time with Dynamic Lighting Kévin Boulanger, Sumanta Pattanaik, Kadi Bouatouch August 1st 2006 Goal Rendering millions of grass blades, at any distance, in real-time, with:

More information

MODELING AND HIERARCHY

MODELING AND HIERARCHY MODELING AND HIERARCHY Introduction Models are abstractions of the world both of the real world in which we live and of virtual worlds that we create with computers. We are all familiar with mathematical

More information

COMPUTER GRAPHICS COURSE. Rendering Pipelines

COMPUTER GRAPHICS COURSE. Rendering Pipelines COMPUTER GRAPHICS COURSE Rendering Pipelines Georgios Papaioannou - 2014 A Rendering Pipeline Rendering or Graphics Pipeline is the sequence of steps that we use to create the final image Many graphics/rendering

More information

Adarsh Krishnamurthy (cs184-bb) Bela Stepanova (cs184-bs)

Adarsh Krishnamurthy (cs184-bb) Bela Stepanova (cs184-bs) OBJECTIVE FLUID SIMULATIONS Adarsh Krishnamurthy (cs184-bb) Bela Stepanova (cs184-bs) The basic objective of the project is the implementation of the paper Stable Fluids (Jos Stam, SIGGRAPH 99). The final

More information

Advanced Computer Graphics: Non-Photorealistic Rendering

Advanced Computer Graphics: Non-Photorealistic Rendering Advanced Computer Graphics: Non-Photorealistic Rendering Gilles Tran, using POV-Ray 3.6 What is NPR? Non-Photorealistic Rendering and Animation as opposed to Photorealistic Rendering simulation of light

More information

Visualizer An implicit surface rendering application

Visualizer An implicit surface rendering application June 01, 2004 Visualizer An implicit surface rendering application Derek Gerstmann - C1405511 MSc Computer Animation NCCA Bournemouth University OVERVIEW OF APPLICATION Visualizer is an interactive application

More information

Data Visualization (DSC 530/CIS )

Data Visualization (DSC 530/CIS ) Data Visualization (DSC 530/CIS 60-0) Isosurfaces & Volume Rendering Dr. David Koop Fields & Grids Fields: - Values come from a continuous domain, infinitely many values - Sampled at certain positions

More information

Scalar Visualization

Scalar Visualization Scalar Visualization Visualizing scalar data Popular scalar visualization techniques Color mapping Contouring Height plots outline Recap of Chap 4: Visualization Pipeline 1. Data Importing 2. Data Filtering

More information

Special Topics in Visualization

Special Topics in Visualization Special Topics in Visualization Final Project Report Dual contouring of Hermite Data Submitted By S M Shahed Nejhum 8589-1199 May 19, 2008 Introduction Iso-surface extraction from 3D volumetric data is

More information

Let s start with occluding contours (or interior and exterior silhouettes), and look at image-space algorithms. A very simple technique is to render

Let s start with occluding contours (or interior and exterior silhouettes), and look at image-space algorithms. A very simple technique is to render 1 There are two major classes of algorithms for extracting most kinds of lines from 3D meshes. First, there are image-space algorithms that render something (such as a depth map or cosine-shaded model),

More information

Presentation and analysis of multidimensional data sets

Presentation and analysis of multidimensional data sets Presentation and analysis of multidimensional data sets Overview 1. 3D data visualisation Multidimensional images Data pre-processing Visualisation methods Multidimensional images wavelength time 3D image

More information

Function Based 2D Flow Animation

Function Based 2D Flow Animation VISUAL 2000: MEXICO CITY SEPTEMBER 18-22 100 Function Based 2D Flow Animation Ergun Akleman, Sajan Skaria, Jeff S. Haberl Abstract This paper summarizes a function-based approach to create 2D flow animations.

More information

Level of Details in Computer Rendering

Level of Details in Computer Rendering Level of Details in Computer Rendering Ariel Shamir Overview 1. Photo realism vs. Non photo realism (NPR) 2. Objects representations 3. Level of details Photo Realism Vs. Non Pixar Demonstrations Sketching,

More information

A model to blend renderings

A model to blend renderings A model to blend renderings Vincent Boyer and Dominique Sobczyk L.I.A.S.D.-Universit Paris 8 September 15, 2006 Abstract. We propose a model to blend renderings. It consists in mixing different kind of

More information

Introduction to Visualization and Computer Graphics

Introduction to Visualization and Computer Graphics Introduction to Visualization and Computer Graphics DH2320, Fall 2015 Prof. Dr. Tino Weinkauf Introduction to Visualization and Computer Graphics Visibility Shading 3D Rendering Geometric Model Color Perspective

More information

More Texture Mapping. Texture Mapping 1/46

More Texture Mapping. Texture Mapping 1/46 More Texture Mapping Texture Mapping 1/46 Perturbing Normals Texture Mapping 2/46 Perturbing Normals Instead of fetching a texture for color, fetch a new perturbed normal vector Creates the appearance

More information

Data Visualization (CIS/DSC 468)

Data Visualization (CIS/DSC 468) Data Visualization (CIS/DSC 46) Volume Rendering Dr. David Koop Visualizing Volume (3D) Data 2D visualization slice images (or multi-planar reformating MPR) Indirect 3D visualization isosurfaces (or surface-shaded

More information

First Steps in Hardware Two-Level Volume Rendering

First Steps in Hardware Two-Level Volume Rendering First Steps in Hardware Two-Level Volume Rendering Markus Hadwiger, Helwig Hauser Abstract We describe first steps toward implementing two-level volume rendering (abbreviated as 2lVR) on consumer PC graphics

More information

CSE528 Computer Graphics: Theory, Algorithms, and Applications

CSE528 Computer Graphics: Theory, Algorithms, and Applications CSE528 Computer Graphics: Theory, Algorithms, and Applications Hong Qin State University of New York at Stony Brook (Stony Brook University) Stony Brook, New York 11794--4400 Tel: (631)632-8450; Fax: (631)632-8334

More information

lecture 21 volume rendering - blending N layers - OpenGL fog (not on final exam) - transfer functions - rendering level surfaces

lecture 21 volume rendering - blending N layers - OpenGL fog (not on final exam) - transfer functions - rendering level surfaces lecture 21 volume rendering - blending N layers - OpenGL fog (not on final exam) - transfer functions - rendering level surfaces - 3D objects Clouds, fire, smoke, fog, and dust are difficult to model with

More information

The Implicit Function Modeling System - Comparison of C++ and C# Solutions

The Implicit Function Modeling System - Comparison of C++ and C# Solutions The Implicit Function Modeling System - Comparison of C++ and C# Solutions Uhlir Karel 1 University of West Bohemia Univerzitni 8 30614 Plzen, Czech Republic kuhlir@kiv.zcu.cz Skala Vaclav University of

More information

EFFICIENT STIPPLE RENDERING

EFFICIENT STIPPLE RENDERING EFFICIENT STIPPLE RENDERING Jens Krüger and Rüdiger Westermann tum.3d, Technische Universität München Boltzmannstraße 3, 85748 Garching bei München [jens.krueger,westermann]@in.tum.de ABSTRACT In many

More information

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker

CMSC427 Advanced shading getting global illumination by local methods. Credit: slides Prof. Zwicker CMSC427 Advanced shading getting global illumination by local methods Credit: slides Prof. Zwicker Topics Shadows Environment maps Reflection mapping Irradiance environment maps Ambient occlusion Reflection

More information

Sketchy Illustrations for Presenting the Design of Interactive CSG

Sketchy Illustrations for Presenting the Design of Interactive CSG Sketchy Illustrations for Presenting the Design of Interactive CSG Marc Nienhaus, Florian Kirsch, Jürgen Döllner University of Potsdam, Hasso Plattner Institute {nienhaus@hpi.uni-potsdam.de, kirsch@hpi.uni-potsdam.de,

More information

Introduction to Computer Graphics. Modeling (3) April 27, 2017 Kenshi Takayama

Introduction to Computer Graphics. Modeling (3) April 27, 2017 Kenshi Takayama Introduction to Computer Graphics Modeling (3) April 27, 2017 Kenshi Takayama Solid modeling 2 Solid models Thin shapes represented by single polygons Unorientable Clear definition of inside & outside

More information

Computer Graphics I Lecture 11

Computer Graphics I Lecture 11 15-462 Computer Graphics I Lecture 11 Midterm Review Assignment 3 Movie Midterm Review Midterm Preview February 26, 2002 Frank Pfenning Carnegie Mellon University http://www.cs.cmu.edu/~fp/courses/graphics/

More information

Volume Visualization

Volume Visualization Volume Visualization Part 1 (out of 3) Overview: Volume Visualization Introduction to volume visualization On volume data Surface vs. volume rendering Overview: Techniques Simple methods Slicing, cuberille

More information

Lecture notes: Object modeling

Lecture notes: Object modeling Lecture notes: Object modeling One of the classic problems in computer vision is to construct a model of an object from an image of the object. An object model has the following general principles: Compact

More information

Introduction to volume rendering. Paul Bourke

Introduction to volume rendering. Paul Bourke Introduction to volume rendering Paul Bourke 2D drafting/drawing Points + lines + curves + primitives (circle, rectangle ) Describes boundaries 2D image Pixels Describes the interior of a rectangle, a

More information

8. Tensor Field Visualization

8. Tensor Field Visualization 8. Tensor Field Visualization Tensor: extension of concept of scalar and vector Tensor data for a tensor of level k is given by t i1,i2,,ik (x 1,,x n ) Second-order tensor often represented by matrix Examples:

More information

The Traditional Graphics Pipeline

The Traditional Graphics Pipeline Last Time? The Traditional Graphics Pipeline Participating Media Measuring BRDFs 3D Digitizing & Scattering BSSRDFs Monte Carlo Simulation Dipole Approximation Today Ray Casting / Tracing Advantages? Ray

More information

Volume Rendering with libmini Stefan Roettger, April 2007

Volume Rendering with libmini Stefan Roettger, April 2007 Volume Rendering with libmini Stefan Roettger, April 2007 www.stereofx.org 1. Introduction For the visualization of volumetric data sets, a variety of algorithms exist which are typically tailored to the

More information

Computer Graphics Disciplines. Grading. Textbooks. Course Overview. Assignment Policies. Computer Graphics Goals I

Computer Graphics Disciplines. Grading. Textbooks. Course Overview. Assignment Policies. Computer Graphics Goals I CSCI 480 Computer Graphics Lecture 1 Course Overview January 10, 2011 Jernej Barbic University of Southern California Administrative Issues Modeling Animation Rendering OpenGL Programming Course Information

More information

Contours & Implicit Modelling 4

Contours & Implicit Modelling 4 Brief Recap Contouring & Implicit Modelling Contouring Implicit Functions Visualisation Lecture 8 lecture 6 Marching Cubes lecture 3 visualisation of a Quadric toby.breckon@ed.ac.uk Computer Vision Lab.

More information

Data Visualization (DSC 530/CIS )

Data Visualization (DSC 530/CIS ) Data Visualization (DSC 530/CIS 60-01) Scalar Visualization Dr. David Koop Online JavaScript Resources http://learnjsdata.com/ Good coverage of data wrangling using JavaScript Fields in Visualization Scalar

More information

Computer Graphics Ray Casting. Matthias Teschner

Computer Graphics Ray Casting. Matthias Teschner Computer Graphics Ray Casting Matthias Teschner Outline Context Implicit surfaces Parametric surfaces Combined objects Triangles Axis-aligned boxes Iso-surfaces in grids Summary University of Freiburg

More information

Texture-Mapping Tricks. How Bad Does it Look? We've Seen this Sort of Thing Before. Sampling Texture Maps

Texture-Mapping Tricks. How Bad Does it Look? We've Seen this Sort of Thing Before. Sampling Texture Maps Texture-Mapping Tricks Filtering Textures Textures and Shading Bump Mapping Solid Textures How Bad Does it Look? Let's take a look at what oversampling looks like: Click and drag the texture to rotate

More information

CIS 467/602-01: Data Visualization

CIS 467/602-01: Data Visualization CIS 467/60-01: Data Visualization Isosurfacing and Volume Rendering Dr. David Koop Fields and Grids Fields: values come from a continuous domain, infinitely many values - Sampled at certain positions to

More information

Introduction. Illustrative rendering is also often called non-photorealistic rendering (NPR)

Introduction. Illustrative rendering is also often called non-photorealistic rendering (NPR) Introduction Illustrative rendering is also often called non-photorealistic rendering (NPR) we shall use these terms here interchangeably NPR offers many opportunities for visualization that conventional

More information

Previously... contour or image rendering in 2D

Previously... contour or image rendering in 2D Volume Rendering Visualisation Lecture 10 Taku Komura Institute for Perception, Action & Behaviour School of Informatics Volume Rendering 1 Previously... contour or image rendering in 2D 2D Contour line

More information

Topic 0. Introduction: What Is Computer Graphics? CSC 418/2504: Computer Graphics EF432. Today s Topics. What is Computer Graphics?

Topic 0. Introduction: What Is Computer Graphics? CSC 418/2504: Computer Graphics EF432. Today s Topics. What is Computer Graphics? EF432 Introduction to spagetti and meatballs CSC 418/2504: Computer Graphics Course web site (includes course information sheet): http://www.dgp.toronto.edu/~karan/courses/418/ Instructors: L0101, W 12-2pm

More information

Real-Time Volumetric Smoke using D3D10. Sarah Tariq and Ignacio Llamas NVIDIA Developer Technology

Real-Time Volumetric Smoke using D3D10. Sarah Tariq and Ignacio Llamas NVIDIA Developer Technology Real-Time Volumetric Smoke using D3D10 Sarah Tariq and Ignacio Llamas NVIDIA Developer Technology Smoke in NVIDIA s DirectX10 SDK Sample Smoke in the game Hellgate London Talk outline: Why 3D fluid simulation

More information

Nonphotorealism. Christian Miller CS Fall 2011

Nonphotorealism. Christian Miller CS Fall 2011 Nonphotorealism Christian Miller CS 354 - Fall 2011 Different goals Everything we ve done so far has been working (more or less) towards photorealism But, you might not want realism as a stylistic choice

More information

Physically-Based Modeling and Animation. University of Missouri at Columbia

Physically-Based Modeling and Animation. University of Missouri at Columbia Overview of Geometric Modeling Overview 3D Shape Primitives: Points Vertices. Curves Lines, polylines, curves. Surfaces Triangle meshes, splines, subdivision surfaces, implicit surfaces, particles. Solids

More information

1. Interpreting the Results: Visualization 1

1. Interpreting the Results: Visualization 1 1. Interpreting the Results: Visualization 1 visual/graphical/optical representation of large sets of data: data from experiments or measurements: satellite images, tomography in medicine, microsopy,...

More information

3D Object Representation. Michael Kazhdan ( /657)

3D Object Representation. Michael Kazhdan ( /657) 3D Object Representation Michael Kazhdan (601.457/657) 3D Objects How can this object be represented in a computer? 3D Objects This one? H&B Figure 10.46 3D Objects This one? H&B Figure 9.9 3D Objects

More information

The Traditional Graphics Pipeline

The Traditional Graphics Pipeline Last Time? The Traditional Graphics Pipeline Reading for Today A Practical Model for Subsurface Light Transport, Jensen, Marschner, Levoy, & Hanrahan, SIGGRAPH 2001 Participating Media Measuring BRDFs

More information

Render methods, Compositing, Post-process and NPR in NX Render

Render methods, Compositing, Post-process and NPR in NX Render Render methods, Compositing, Post-process and NPR in NX Render Overview What makes a good rendered image Render methods in NX Render Foregrounds and backgrounds Post-processing effects Compositing models

More information

There are many kinds of surface shaders, from those that affect basic surface color, to ones that apply bitmap textures and displacement.

There are many kinds of surface shaders, from those that affect basic surface color, to ones that apply bitmap textures and displacement. mental ray Overview Mental ray is a powerful renderer which is based on a scene description language. You can use it as a standalone renderer, or even better, integrated with 3D applications. In 3D applications,

More information

Non-photorealistic Rendering

Non-photorealistic Rendering Non-photorealistic Rendering Art Rendering 1 From: ATI Radeon 9700 Real-Time Demos A Brief History of (Western) Painting Prehistoric Egyptian Medieval Renaissance A peak in realism Impressionism Modernism

More information

Geometric Representations. Stelian Coros

Geometric Representations. Stelian Coros Geometric Representations Stelian Coros Geometric Representations Languages for describing shape Boundary representations Polygonal meshes Subdivision surfaces Implicit surfaces Volumetric models Parametric

More information

Topics and things to know about them:

Topics and things to know about them: Practice Final CMSC 427 Distributed Tuesday, December 11, 2007 Review Session, Monday, December 17, 5:00pm, 4424 AV Williams Final: 10:30 AM Wednesday, December 19, 2007 General Guidelines: The final will

More information

Volume Rendering. Computer Animation and Visualisation Lecture 9. Taku Komura. Institute for Perception, Action & Behaviour School of Informatics

Volume Rendering. Computer Animation and Visualisation Lecture 9. Taku Komura. Institute for Perception, Action & Behaviour School of Informatics Volume Rendering Computer Animation and Visualisation Lecture 9 Taku Komura Institute for Perception, Action & Behaviour School of Informatics Volume Rendering 1 Volume Data Usually, a data uniformly distributed

More information