First Steps in Hardware Two-Level Volume Rendering

Size: px
Start display at page:

Download "First Steps in Hardware Two-Level Volume Rendering"

Transcription

1 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 hardware. Two-level volume rendering allows to combine local per-object rendering modes, like direct volume rendering (DVR) and maximum intensity projection (MIP), with a global compositing mode for combining the contributions of different objects embedded in a segmented volume data set. In this way, the rendering mode most suitable to a specific kind of object can be used, e.g., MIP for the skin and DVR for the bones of a medical data set. The original implementation of 2lVR was done in the context of a fast and flexible software volume renderer, the RTVR library. In this paper, however, we present first steps toward achieving the flexibility of 2lVR in a volume renderer exploiting texture-mapping hardware, which will enable fast high-quality two-level volume rendering at high resolutions in the future. Keywords: volume rendering, two-level volume rendering, interactive visualization, graphics hardware 1 Introduction Two-level volume rendering [5, 6] is a powerful approach for rendering segmented volume data that allows to employ different rendering modes for different objects embedded in the volume data. Rendering modes in this context are, for example, direct volume rendering (DVR), maximum intensity projection (MIP), surface rendering (with non-polygonal iso-surfaces), value integration ( X-ray summation ), and non-photorealistic rendering (NPR), see section 2. Figure 1 shows an example image of two-level volume rendering of a medical data set. In this case, three different rendering modes 1

2 Figure 1: Two-level volume rendering of a medical data-set (parts of a human hand): bones are rendered using DVR, surface rendering is used for vessels, and non-photorealistic rendering is used for the skin. have been employed in order to highlight specific objects or features embedded in the data set. The bones are rendered with DVR, whereas the vessels are rendered as surfaces. The skin is shown only as context with minimal use of screen space, which is achieved by only showing contours via NPR as rendering mode. In general, the best rendering mode for a specific object not only depends on the object and data set itself, but also on the requirements of the user. Two-level volume rendering allows maximum flexibility with regard to what rendering mode should be used for which objects. 2 Rendering modes The basic framework of two-level volume rendering allows choosing different rendering modes for different objects embedded in a volumetric data set. 2

3 Naturally, the actual usefulness of such a framework is closely tied to the rendering modes that are actually available. This section briefly describes each of the rendering modes that have been implemented in the original 2lVR implementation, most of which are also possible in the hardware implementation: Semi-transparent volume rendering (DVR) - the most common approach to rendering a volume without any intermediate geometric representation. A transfer function maps density values to optical properties, most commonly directly to RGBA values. In 2lVR, different transfer functions may be used for different objects. In hardware, we realize DVR with per-object transfer functions via 2D RGBA texture look-up tables and dependent texturing, i.e., using colors sampled from a texture as coordinates to index another subsequent texture. One coordinate for the look-up corresponds to the object id, whereas the other one is mapped to the volume density. That is, the 1D transfer functions for all embedded objects are all stored in a single 2D texture map, sorted according to their respective object id. Maximum intensity projection (MIP) - projects the maximum value encountered along a ray onto the corresponding pixel. Although it lacks depth information, MIP can be very useful to make features visible that would be occluded or not visible very well in DVR. In hardware volume rendering, selection of the maximum value along a ray can be achieved via the OpenGL [12] extension EXT blend minmax, which supports a blend equation of GL MAX EXT which computes the maximum of all values rendered on top of any given pixel. Surface rendering - can also be achieved without any intermediate geometric representation, by using an appropriate transfer function [8]. In hardware volume rendering, non-polygonal iso-surfaces are usually implemented with the OpenGL alpha test [13], which is also the approach that we are using. Multiple iso-surfaces are possible with the use of a lookup texture mapping two adjacent density values to the appropriate iso-surface and respective color and transparency [4]. Value integration (X-ray summation) - tries to mimic typical X-ray images by summing up the contribution of values along a ray, thus generating monochrome images that look very similar to real X-ray. 3

4 This summation can be achieved in OpenGL via a blend mode of glblend(gl ONE, GL ONE). However, the result must also be normalized, which cannot easily be achieved in hardware volume rendering. Thus, this mode is currently not implemented in our hardware implementation. Non-photorealistic (NPR) volume rendering - has been introduced recently [3] to the volume rendering community and is especially useful for visualizing the context, e.g., contours of subobjects [2], such as human skin, when the actual focus is on structures beneath the skin (see figure 1). NPR rendering modes can be implemented on recent graphics hardware, although our implementation does not support any such modes yet. 3 Two-level volume rendering basics The original implementation of 2lVR in the context of RTVR [9] is a very fast Java-based software volume renderer. The flexibility allowed for by pure software rendering turns out to be especially useful for the separation of objects required by two-level volume rendering. Basically, the input to the algorithm is an already segmented data set, where in addition to the volume comprised of one density value per voxel, an object id is also known for each voxel. For each object id contained in the data set, a rendering mode can be chosen for rendering. All voxels that have been assigned the same object id will be rendered using the corresponding rendering mode. In addition to these local (per-object) rendering modes, one global compositing mode must be chosen, which is used to combine the different, locally composited, object contributions into the final image. The actual renderer of RTVR uses a shear-warp factorization [7] of the viewing transform, together with nearest-neighbor approximation within volume slices. For two-level volume rendering, two render buffers of equal size are employed. First, a local compositing buffer for repeatedly compositing the contribution of voxels along a ray that belong to the same object, and a global compositing buffer, which is used to combine the contribution of different objects each time a ray passes an object boundary from one object to the next. After the entire volume has been processed and a final merge step of both buffers, the global compositing buffer contains the final output image. 4

5 Figure 2: Object segmentation implicitly yields viewing rays to be partitioned into segments (one per object intersection). Figure 2 shows that each viewing ray, corresponding to exactly one final pixel in the output image, potentially traverses multiple objects, which implies that different compositing modes have to be used along individual rays. The different objects encountered along a single ray subdivide this ray into segments. In principle, each segment has to be rendered separately, in order to enable use of different rendering modes for different segments, and composition of segments using the global rendering mode. However, a very efficient implementation of this concept is possible when the local compositing buffer stores object ids in addition to composited values. Each time a new value is being composited into this buffer, a check is performed whether the new value s object id matches the object id stored in the buffer. If this is the case, the ray is still in the same object and the new value can simply be composited using the local compositing mode corresponding to the stored object id. If not, the value stored in the local buffer is composited into the global buffer using the global rendering mode, the corresponding location in the local buffer is cleared, and the new value is simply written into the local buffer, along with its id. 5

6 In section 4 we will describe how this can also be implemented in a volume renderer exploiting graphics hardware instead of a software shear-warp. 4 Hardware two-level volume rendering Volume rendering on general-purpose consumer graphics hardware such as the NVIDIA GeForce 4 [10], or the ATI Radeon 8500 [1], is in the process of becoming much more popular due to the high degree of programmability of these architectures, as well as increased fill-rate and texture memory of current and upcoming hardware. Texture mapping hardware can be exploited for volume rendering by storing the volume data in one or several texture maps and rendering proxy geometry in order to resample and display the volume. Common approaches include non-polygonal iso-surfaces [13], on-thefly interpolation of additional slices [11], and pre-integrated classification [4]. The major problem in two-level volume rendering on graphics hardware is the use of different rendering modes for different objects. The primary reason for this is that both the pixel shader and the blend mode cannot be changed on a per-pixel basis. In order to be able to use different modes for different objects, multi-pass rendering has to be employed, in each pass only selecting those voxels that correspond to the rendering mode configured for the current rendering pass. The following section outlines our method for 2lVR on graphics hardware. 4.1 Algorithm In our hardware volume renderer, a rendering mode is described as a combination of a pixel shader and a blend mode. The former determines how fragments are generated and shaded, and the latter is responsible for how the composition with pixels already stored in the frame buffer is performed. As outlined in section 3, 2lVR basically requires two render buffers, which are realized in our hardware implementation as OpenGL pbuffers (off-screen render buffers that can also be used as textures in subsequent rendering operations): The global compositing buffer is exclusively used in conjunction with the global rendering mode. For each slice of the volume being rendered, at most one rendering pass that transfers certain pixels from the local into the global compositing buffer is performed. After all 6

7 rendering passes have been executed, the global compositing buffer contains the final output image. The local (object) compositing buffer is used for intermediate results, together with per-object rendering modes. For each slice of the volume, the slice has to be rendered into the local buffer as many times as there are different rendering modes in the slice (which is equal or less than the number of different object ids contained in the slice). For each slice pass, a different rendering mode must be activated. After all passes corresponding to a single slice have been executed, the local buffer has to be transferred into the global buffer at those pixel locations where a change of the object id will occur in the next slice. Table 1 outlines the high-level operation of hardware-2lvr. FOR each slice DO FOR each object id contained in slice DO ConfigureFragmentRejectionForObjectID(); RenderSliceIntoLocalPbuffer(); TransferLocalPbufferIntoGlobalPbuffer(); ClearTransferredPixelsInLocalPbuffer(); TransferGlobalPbufferIntoRenderingWindow(); Table 1: Basic algorithm for two-level volume rendering on graphics hardware. The volume consists of a stack of slices, which are rendered from back to front. In a preprocess, the object ids contained in each slice are determined. This information is then used at run-time to determine the number of rendering passes necessary, together with the corresponding rendering modes. Object ids sharing the same rendering mode are handled in a single pass. In addition to the volume data needed by the basic rendering mode, which always includes the volume density and might include additional information like gradients, we also store the segmentation mask in an object id volume that allows the pixel shader to retrieve an object id for each voxel contained in the original volume. ConfigureFragmentRejectionForObjectID() configures rejection of fragments that do not correspond to the rendering mode that is currently of interest. Due to limitations in fragment culling support in the hardware architectures we are using, we do not use actual fragment culling, but force 7

8 those fragments that should be rejected to a null operation in the blend operation. For example, if the blend operation is alpha blending, e.g., for DVR, the fragments that should be rejected are forced to have an alpha of zero. RenderSliceIntoLocalPbuffer() renders the current slice into the local compositing buffer, employing a pixel shader corresponding to both the desired rendering mode and the rejection of unwanted fragments. TransferLocalPbufferIntoGlobalPbuffer() transfers the local compositing buffer into the global buffer after all passes for the current slice have been executed. Pixels are only transferred at those locations where the object id will change in the next pass. In order to be able to determine where the id will change, three simultaneous textures are necessary in this pass. One contains the buffer, and the other two contain the object ids of the current and the next slice, respectively. The object id texture of the next slice must be projected onto the current slice in a way that matches the exact same pixel locations as they would be covered in the next pass. ClearTransferredPixelsInLocalPbuffer() clears the pixels in the local compositing buffer that have just been transferred into the global buffer. This is necessary in order to make room for subsequently generated fragments using a different rendering mode. Similarly to the preceding step, two textures for object ids of the current and the next slice are needed. TransferGlobalPbufferIntoRenderingWindow() is only necessary if the global compositing buffer and the back buffer of the rendering window are not the same. 4.2 Performance considerations The algorithm outlined in section 4.1 has several severe implications on rendering performance. The major performance problem is the number of rendering passes that are required. Each slice through the volume is rendered as many times as there are different rendering modes contained in its corresponding segmentation mask slice. After all the passes for a single slice, another pass is performed that transfers the local into the global buffer at specific pixel locations. Additionally, many of these passes render directly into textures and require textures as input that have previously been rendered into. It is especially crucial to minimize the number of passes as much as possible, e.g., render all object ids that share the same rendering mode in only a single pass. Also, since actual fragment culling cannot be used, even the unnecessary voxels are rendered from a performance point of view, although they do not erroneously affect the output. 8

9 5 Conclusions and future work We have shown first step toward a hardware implementation of two-level volume rendering. However, although the fill-rate of current consumer graphics hardware is astonishing, the demands of hardware 2lVR on the texture fetch and fill rate are tremendous, and the performance of our algorithm needs to be improved further. Our current implementation does not yet contain all desired features, especially with respect to rendering modes and flexibility, which we are planning to implement. Additionally, some already known opportunities for performance improvements have not been implemented yet. Another problem is that the segmentation masks used have the same resolution as the volume itself, and cannot easily be filtered, since filtering of object ids is not a meaningful concept. Therefore, the boundary between different objects is sometimes clearly visible, as the boundary voxels can be discerned individually. References [1] ATI web page. [2] B. Csebfalvi, L. Mroz, H. Hauser, A. König, and M. E. Gröller. Fast visualization of object contours by non-photorealistic volume rendering. In Proceedings of EUROGRAPHICS 2001, pages , [3] D. Ebert and P. Rheingans. Volume illustration: non-photographic rendering of volume models. In Proceedings of IEEE Visualization 2000, pages , [4] K. Engel, M. Kraus, and T. Ertl. High-Quality Pre-Integrated Volume Rendering Using Hardware-Accelerated Pixel Shading. In Proceedings of Graphics Hardware 2001, pages 9 16, [5] H. Hauser, L. Mroz, G-I. Bischi, and M. E. Gröller. Two-level volume rendering - fusing mip and dvr. In Proceedings of IEEE Visualization 2000, pages , [6] H. Hauser, L. Mroz, G-I. Bischi, and M. E. Gröller. Two-level volume rendering - fusing mip and dvr. IEEE Transactions on Visualization and Computer Graphics, 7(3): ,

10 [7] P. Lacroute and M. Levoy. Fast volume rendering using a shearwarp factorization of the viewing transformation. In Proceedings of SIGGRAPH 94, pages , [8] M. Levoy. Display of surfaces from volume data. IEEE Computer Graphics and Applications, 8(3):29 37, May [9] L. Mroz and H. Hauser. RTVR a flexible java library for interactive volume rendering. In Proceedings of IEEE Visualization 2001, pages , [10] NVIDIA web page. [11] C. Rezk-Salama, K. Engel, M. Bauer, G. Greiner, and T. Ertl. Interactive Volume Rendering on Standard PC Graphics Hardware Using Multi-Textures and Multi-Stage Rasterization. In Proceedings of Graphics Hardware 2000, [12] M. Segal and K. Akeley. The OpenGL Graphics System: A Specification. [13] R. Westermann and T. Ertl. Efficiently using graphics hardware in volume rendering applications. In Proceedings of SIGGRAPH 98, pages ,

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

Volume Graphics Introduction

Volume Graphics Introduction High-Quality Volume Graphics on Consumer PC Hardware Volume Graphics Introduction Joe Kniss Gordon Kindlmann Markus Hadwiger Christof Rezk-Salama Rüdiger Westermann Motivation (1) Motivation (2) Scientific

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

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

Volume Visualization. Part 1 (out of 3) Volume Data. Where do the data come from? 3D Data Space How are volume data organized?

Volume Visualization. Part 1 (out of 3) Volume Data. Where do the data come from? 3D Data Space How are volume data organized? Volume Data Volume Visualization Part 1 (out of 3) Where do the data come from? Medical Application Computed Tomographie (CT) Magnetic Resonance Imaging (MR) Materials testing Industrial-CT Simulation

More information

A SURVEY ON 3D RENDERING METHODS FOR MRI IMAGES

A SURVEY ON 3D RENDERING METHODS FOR MRI IMAGES 178 A SURVEY ON 3D RENDERING METHODS FOR MRI IMAGES Harja Santana Purba, Daut Daman, Ghazali Bin Sulong Department of Computer Graphics & Multimedia, Faculty of Computer Science & Information Systems,

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

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

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

Direct Volume Rendering

Direct Volume Rendering Direct Volume Rendering CMPT 467/767 Visualization Torsten Möller Weiskopf/Machiraju/Möller Overview Volume rendering equation Compositing schemes Ray casting Acceleration techniques for ray casting Texture-based

More information

Volume Rendering - Introduction. Markus Hadwiger Visual Computing Center King Abdullah University of Science and Technology

Volume Rendering - Introduction. Markus Hadwiger Visual Computing Center King Abdullah University of Science and Technology Volume Rendering - Introduction Markus Hadwiger Visual Computing Center King Abdullah University of Science and Technology Volume Visualization 2D visualization: slice images (or multi-planar reformation:

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

High-Quality Pre-Integrated Volume Rendering Using Hardware-Accelerated Pixel Shading

High-Quality Pre-Integrated Volume Rendering Using Hardware-Accelerated Pixel Shading High-Quality Pre-Integrated Volume Rendering Using Hardware-Accelerated Pixel Shading Klaus Engel, Martin Kraus, Thomas Ertl Visualization and Interactive Systems Group, University of Stuttgart, Germany

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

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

Fast Visualization of Object Contours by Non-Photorealistic Volume Rendering

Fast Visualization of Object Contours by Non-Photorealistic Volume Rendering EUROGRAPHICS 200 / A. Chalmers and T.-M. Rhyne (Guest Editors) Volume 20 (200), Number 3 Fast Visualization of Object Contours by Non-Photorealistic Volume Rendering Balázs Csébfalvi, Vienna University

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

GPU-Accelerated Deep Shadow Maps for Direct Volume Rendering

GPU-Accelerated Deep Shadow Maps for Direct Volume Rendering Graphics Hardware (2006) M. Olano, P. Slusallek (Editors) GPU-Accelerated Deep Shadow Maps for Direct Volume Rendering Markus Hadwiger Andrea Kratz Christian Sigg Katja Bühler VRVis Research Center ETH

More information

Direct Volume Rendering

Direct Volume Rendering Direct Volume Rendering Visualization Torsten Möller Weiskopf/Machiraju/Möller Overview 2D visualization slice images (or multi-planar reformating MPR) Indirect 3D visualization isosurfaces (or surface-shaded

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

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

3/29/2016. Applications: Geology. Appliations: Medicine. Applications: Archeology. Applications: Klaus Engel Markus Hadwiger Christof Rezk Salama

3/29/2016. Applications: Geology. Appliations: Medicine. Applications: Archeology. Applications: Klaus Engel Markus Hadwiger Christof Rezk Salama Tutorial 7 Real-Time Volume Graphics Real-Time Volume Graphics [01] Introduction and Theory Klaus Engel Markus Hadwiger Christof Rezk Salama Appliations: Medicine Applications: Geology Deformed Plasticine

More information

Hardware Accelerated Volume Visualization. Leonid I. Dimitrov & Milos Sramek GMI Austrian Academy of Sciences

Hardware Accelerated Volume Visualization. Leonid I. Dimitrov & Milos Sramek GMI Austrian Academy of Sciences Hardware Accelerated Volume Visualization Leonid I. Dimitrov & Milos Sramek GMI Austrian Academy of Sciences A Real-Time VR System Real-Time: 25-30 frames per second 4D visualization: real time input of

More information

CSE 167: Lecture #17: Volume Rendering. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012

CSE 167: Lecture #17: Volume Rendering. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 CSE 167: Introduction to Computer Graphics Lecture #17: Volume Rendering Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 Announcements Thursday, Dec 13: Final project presentations

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

Advanced GPU Raycasting

Advanced GPU Raycasting Advanced GPU Raycasting Henning Scharsach VRVis Research Center Vienna, Austria Abstract Modern GPUs offer a degree of programmability that opens up a wide field of applications far beyond processing millions

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

Ray Casting on Programmable Graphics Hardware. Martin Kraus PURPL group, Purdue University

Ray Casting on Programmable Graphics Hardware. Martin Kraus PURPL group, Purdue University Ray Casting on Programmable Graphics Hardware Martin Kraus PURPL group, Purdue University Overview Parallel volume rendering with a single GPU Implementing ray casting for a GPU Basics Optimizations Published

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

E.Order of Operations

E.Order of Operations Appendix E E.Order of Operations This book describes all the performed between initial specification of vertices and final writing of fragments into the framebuffer. The chapters of this book are arranged

More information

A Survey of Volumetric Visualization Techniques for Medical Images

A Survey of Volumetric Visualization Techniques for Medical Images International Journal of Research Studies in Computer Science and Engineering (IJRSCSE) Volume 2, Issue 4, April 2015, PP 34-39 ISSN 2349-4840 (Print) & ISSN 2349-4859 (Online) www.arcjournals.org A Survey

More information

Could you make the XNA functions yourself?

Could you make the XNA functions yourself? 1 Could you make the XNA functions yourself? For the second and especially the third assignment, you need to globally understand what s going on inside the graphics hardware. You will write shaders, which

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

1 State of The Art for Volume Rendering

1 State of The Art for Volume Rendering 1 State of The Art for Volume Rendering Technical Report Jianlong Zhou and Klaus D. Tönnies Institute for Simulation and Graphics University of Magdeburg, 39106 Magdeburg, Germany Email: {Zhou,Klaus}@isg.cs.uni-magdeburg.de

More information

Direct Volume Rendering

Direct Volume Rendering Direct Volume Rendering Balázs Csébfalvi Department of Control Engineering and Information Technology Budapest University of Technology and Economics Classification of Visualization Algorithms Indirect

More information

Applications of Explicit Early-Z Z Culling. Jason Mitchell ATI Research

Applications of Explicit Early-Z Z Culling. Jason Mitchell ATI Research Applications of Explicit Early-Z Z Culling Jason Mitchell ATI Research Outline Architecture Hardware depth culling Applications Volume Ray Casting Skin Shading Fluid Flow Deferred Shading Early-Z In past

More information

Chapter 7 - Light, Materials, Appearance

Chapter 7 - Light, Materials, Appearance Chapter 7 - Light, Materials, Appearance Types of light in nature and in CG Shadows Using lights in CG Illumination models Textures and maps Procedural surface descriptions Literature: E. Angel/D. Shreiner,

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

Feature Enhancement using Locally Adaptive Volume Rendering

Feature Enhancement using Locally Adaptive Volume Rendering Volume Graphics (2007) H. - C. Hege, R. Machiraju (Editors) Feature Enhancement using Locally Adaptive Volume Rendering Stéphane Marchesin and Jean-Michel Dischler and Catherine Mongenet LSIIT Louis Pasteur

More information

The Rasterization Pipeline

The Rasterization Pipeline Lecture 5: The Rasterization Pipeline (and its implementation on GPUs) Computer Graphics CMU 15-462/15-662, Fall 2015 What you know how to do (at this point in the course) y y z x (w, h) z x Position objects

More information

Shear-Warp Volume Rendering. Volume Rendering Overview

Shear-Warp Volume Rendering. Volume Rendering Overview Shear-Warp Volume Rendering R. Daniel Bergeron Department of Computer Science University of New Hampshire Durham, NH 03824 From: Lacroute and Levoy, Fast Volume Rendering Using a Shear-Warp- Factorization

More information

Chapter IV Fragment Processing and Output Merging. 3D Graphics for Game Programming

Chapter IV Fragment Processing and Output Merging. 3D Graphics for Game Programming Chapter IV Fragment Processing and Output Merging Fragment Processing The per-fragment attributes may include a normal vector, a set of texture coordinates, a set of color values, a depth, etc. Using these

More information

Visualization of the Marked Cells of Model Organism

Visualization of the Marked Cells of Model Organism Visualization of the Marked Cells of Model Organism Radek Kubíček Department of Computer Graphics and Multimedia Brno University of Technology Brno / Czech Republic Abstract We will present the current

More information

GPU Ray Casting. Ricardo Marques Dep. Informática, Universidade do Minho VICOMTech

GPU Ray Casting. Ricardo Marques Dep. Informática, Universidade do Minho VICOMTech GPU Ray Casting Ricardo Marques Dep. Informática, Universidade do Minho VICOMTech ricjmarques@gmail.com Peter Leškovský Céline Paloc VICOMTech Donostia - San Sebastian, Spain {pleskovsky,cpaloc}@vicomtech.org

More information

Pipeline Operations. CS 4620 Lecture 14

Pipeline Operations. CS 4620 Lecture 14 Pipeline Operations CS 4620 Lecture 14 2014 Steve Marschner 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives

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

Computer Graphics Shadow Algorithms

Computer Graphics Shadow Algorithms Computer Graphics Shadow Algorithms Computer Graphics Computer Science Department University of Freiburg WS 11 Outline introduction projection shadows shadow maps shadow volumes conclusion Motivation shadows

More information

Pipeline Operations. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 11

Pipeline Operations. CS 4620 Lecture Steve Marschner. Cornell CS4620 Spring 2018 Lecture 11 Pipeline Operations CS 4620 Lecture 11 1 Pipeline you are here APPLICATION COMMAND STREAM 3D transformations; shading VERTEX PROCESSING TRANSFORMED GEOMETRY conversion of primitives to pixels RASTERIZATION

More information

DiFi: Distance Fields - Fast Computation Using Graphics Hardware

DiFi: Distance Fields - Fast Computation Using Graphics Hardware DiFi: Distance Fields - Fast Computation Using Graphics Hardware Avneesh Sud Dinesh Manocha UNC-Chapel Hill http://gamma.cs.unc.edu/difi Distance Fields Distance Function For a site a scalar function f:r

More information

CS4620/5620: Lecture 14 Pipeline

CS4620/5620: Lecture 14 Pipeline CS4620/5620: Lecture 14 Pipeline 1 Rasterizing triangles Summary 1! evaluation of linear functions on pixel grid 2! functions defined by parameter values at vertices 3! using extra parameters to determine

More information

Emissive Clip Planes for Volume Rendering Supplement.

Emissive Clip Planes for Volume Rendering Supplement. Emissive Clip Planes for Volume Rendering Supplement. More material than fit on the one page version for the SIGGRAPH 2003 Sketch by Jan Hardenbergh & Yin Wu of TeraRecon, Inc. Left Image: The clipped

More information

Fast and Flexible High-Quality Texture Filtering With Tiled High-Resolution Filters

Fast and Flexible High-Quality Texture Filtering With Tiled High-Resolution Filters Fast and Flexible High-Quality Texture Filtering With Tiled High-Resolution Filters Markus Hadwiger Ivan Viola Thomas Theußl Helwig Hauser VRVis Research Center Vienna, Austria Institute of Computer Graphics

More information

Tutorial on GPU Programming #2. Joong-Youn Lee Supercomputing Center, KISTI

Tutorial on GPU Programming #2. Joong-Youn Lee Supercomputing Center, KISTI Tutorial on GPU Programming #2 Joong-Youn Lee Supercomputing Center, KISTI Contents Graphics Pipeline Vertex Programming Fragment Programming Introduction to Cg Language Graphics Pipeline The process to

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

AMCS / CS 247 Scientific Visualization Lecture 10: (GPU) Texture Mapping. Markus Hadwiger, KAUST

AMCS / CS 247 Scientific Visualization Lecture 10: (GPU) Texture Mapping. Markus Hadwiger, KAUST AMCS / CS 247 Scientific Visualization Lecture 10: (GPU) Texture Mapping Markus Hadwiger, KAUST Reading Assignment #5 (until Oct. 8) Read (required): Real-Time Volume Graphics, Chapter 2 (GPU Programming)

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

Multidimensional Transfer Functions in Volume Rendering of Medical Datasets. Master thesis. Tor Øyvind Fluør

Multidimensional Transfer Functions in Volume Rendering of Medical Datasets. Master thesis. Tor Øyvind Fluør UNIVERSITY OF OSLO Department of Informatics Multidimensional Transfer Functions in Volume Rendering of Medical Datasets Master thesis Tor Øyvind Fluør February 2006 Abstract In volume rendering, transfer

More information

Egemen Tanin, Tahsin M. Kurc, Cevdet Aykanat, Bulent Ozguc. Abstract. Direct Volume Rendering (DVR) is a powerful technique for

Egemen Tanin, Tahsin M. Kurc, Cevdet Aykanat, Bulent Ozguc. Abstract. Direct Volume Rendering (DVR) is a powerful technique for Comparison of Two Image-Space Subdivision Algorithms for Direct Volume Rendering on Distributed-Memory Multicomputers Egemen Tanin, Tahsin M. Kurc, Cevdet Aykanat, Bulent Ozguc Dept. of Computer Eng. and

More information

Deferred Rendering Due: Wednesday November 15 at 10pm

Deferred Rendering Due: Wednesday November 15 at 10pm CMSC 23700 Autumn 2017 Introduction to Computer Graphics Project 4 November 2, 2017 Deferred Rendering Due: Wednesday November 15 at 10pm 1 Summary This assignment uses the same application architecture

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

A view-dependent approach to MIP for very large data

A view-dependent approach to MIP for very large data A view-dependent approach to MIP for very large data Naeem Shareef and Roger Crawfis Dept. of CIS, The Ohio State University, Columbus, OH ABSTRACT A simple and yet useful approach to visualize a variety

More information

Visibility and Occlusion Culling

Visibility and Occlusion Culling Visibility and Occlusion Culling CS535 Fall 2014 Daniel G. Aliaga Department of Computer Science Purdue University [some slides based on those of Benjamin Mora] Why? To avoid processing geometry that does

More information

Cache-Aware Sampling Strategies for Texture-Based Ray Casting on GPU

Cache-Aware Sampling Strategies for Texture-Based Ray Casting on GPU Cache-Aware Sampling Strategies for Texture-Based Ray Casting on GPU Junpeng Wang Virginia Tech Fei Yang Chinese Academy of Sciences Yong Cao Virginia Tech ABSTRACT As a major component of volume rendering,

More information

A Bandwidth Effective Rendering Scheme for 3D Texture-based Volume Visualization on GPU

A Bandwidth Effective Rendering Scheme for 3D Texture-based Volume Visualization on GPU for 3D Texture-based Volume Visualization on GPU Won-Jong Lee, Tack-Don Han Media System Laboratory (http://msl.yonsei.ac.k) Dept. of Computer Science, Yonsei University, Seoul, Korea Contents Background

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

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

graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1

graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1 graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1 graphics pipeline sequence of operations to generate an image using object-order processing primitives processed one-at-a-time

More information

Interpolation using scanline algorithm

Interpolation using scanline algorithm Interpolation using scanline algorithm Idea: Exploit knowledge about already computed color values. Traverse projected triangle top-down using scanline. Compute start and end color value of each pixel

More information

Fast Interactive Region of Interest Selection for Volume Visualization

Fast Interactive Region of Interest Selection for Volume Visualization Fast Interactive Region of Interest Selection for Volume Visualization Dominik Sibbing and Leif Kobbelt Lehrstuhl für Informatik 8, RWTH Aachen, 20 Aachen Email: {sibbing,kobbelt}@informatik.rwth-aachen.de

More information

Hardware-driven visibility culling

Hardware-driven visibility culling Hardware-driven visibility culling I. Introduction 20073114 김정현 The goal of the 3D graphics is to generate a realistic and accurate 3D image. To achieve this, it needs to process not only large amount

More information

A Hardware F-Buffer Implementation

A Hardware F-Buffer Implementation , pp. 1 6 A Hardware F-Buffer Implementation Mike Houston, Arcot J. Preetham and Mark Segal Stanford University, ATI Technologies Inc. Abstract This paper describes the hardware F-Buffer implementation

More information

graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1

graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1 graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1 graphics pipeline sequence of operations to generate an image using object-order processing primitives processed one-at-a-time

More information

Texture Partitioning and Packing for Accelerating Texture-based Volume Rendering

Texture Partitioning and Packing for Accelerating Texture-based Volume Rendering Texture Partitioning and Packing for Accelerating Texture-based Volume Rendering Wei Li Arie Kaufman Center for Visual Computing (CVC) and Department of Computer Science Stony Brook University {liwei,ari}@cs.sunysb.edu

More information

Parallelizing Graphics Pipeline Execution (+ Basics of Characterizing a Rendering Workload)

Parallelizing Graphics Pipeline Execution (+ Basics of Characterizing a Rendering Workload) Lecture 2: Parallelizing Graphics Pipeline Execution (+ Basics of Characterizing a Rendering Workload) Visual Computing Systems Today Finishing up from last time Brief discussion of graphics workload metrics

More information

Scalar Data. Alark Joshi

Scalar Data. Alark Joshi Scalar Data Alark Joshi Announcements Pick two papers to present Email me your top 3/4 choices. FIFO allotment Contact your clients Blog summaries: http://cs.boisestate.edu/~alark/cs564/participants.html

More information

Medical Visualization - Volume Rendering. J.-Prof. Dr. Kai Lawonn

Medical Visualization - Volume Rendering. J.-Prof. Dr. Kai Lawonn Medical Visualization - Volume Rendering J.-Prof. Dr. Kai Lawonn Medical Visualization Pipeline Acquisition Filtering/Enhancement Mapping Rendering Data are given Data are processed e.g., feature extraction

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

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

Introduction to 3D Graphics

Introduction to 3D Graphics Graphics Without Polygons Volume Rendering May 11, 2010 So Far Volumetric Rendering Techniques Misc. So Far Extended the Fixed Function Pipeline with a Programmable Pipeline Programming the pipeline is

More information

Spring 2009 Prof. Hyesoon Kim

Spring 2009 Prof. Hyesoon Kim Spring 2009 Prof. Hyesoon Kim Application Geometry Rasterizer CPU Each stage cane be also pipelined The slowest of the pipeline stage determines the rendering speed. Frames per second (fps) Executes on

More information

A Flexible Multi-Volume Shader Framework for Arbitrarily Intersecting Multi-Resolution Datasets

A Flexible Multi-Volume Shader Framework for Arbitrarily Intersecting Multi-Resolution Datasets A Flexible Multi-Volume Shader Framework for Arbitrarily Intersecting Multi-Resolution Datasets John Plate, Thorsten Holtkaemper, Bernd Froehlich Abstract We present a powerful framework for 3D-texture-based

More information

A Bandwidth Reduction Scheme for 3D Texture-Based Volume Rendering on Commodity Graphics Hardware

A Bandwidth Reduction Scheme for 3D Texture-Based Volume Rendering on Commodity Graphics Hardware A Bandwidth Reduction Scheme for 3D Texture-Based Volume Rendering on Commodity Graphics Hardware 1 Won-Jong Lee, 2 Woo-Chan Park, 3 Jung-Woo Kim, 1 Tack-Don Han, 1 Sung-Bong Yang, and 1 Francis Neelamkavil

More information

Order Independent Transparency with Dual Depth Peeling. Louis Bavoil, Kevin Myers

Order Independent Transparency with Dual Depth Peeling. Louis Bavoil, Kevin Myers Order Independent Transparency with Dual Depth Peeling Louis Bavoil, Kevin Myers Document Change History Version Date Responsible Reason for Change 1.0 February 9 2008 Louis Bavoil Initial release Abstract

More information

Imorph: An Interactive System for Visualizing and Modeling Implicit Morphs

Imorph: An Interactive System for Visualizing and Modeling Implicit Morphs Imorph: An Interactive System for Visualizing and Modeling Implicit Morphs H. Quynh Dinh 1 Multimedia, Vision and Visualization Stevens Institute of Technology Bruno Carvalho 2 Multimedia, Vision and Visualization

More information

Hardware-Assisted Visibility Ordering for Point-Based and Volume Rendering

Hardware-Assisted Visibility Ordering for Point-Based and Volume Rendering Hardware-Assisted Visibility Ordering for Point-Based and Volume Rendering Christian Hofsetz Ciências Exatas e Tecnológicas Universidade do Vale do Rio dos Sinos chofsetz@acm.org Nelson Max University

More information

Filtering theory: Battling Aliasing with Antialiasing. Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology

Filtering theory: Battling Aliasing with Antialiasing. Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology Filtering theory: Battling Aliasing with Antialiasing Tomas Akenine-Möller Department of Computer Engineering Chalmers University of Technology 1 What is aliasing? 2 Why care at all? l Quality!! l Example:

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

Controlling GPU-based Volume Rendering using Ray Textures

Controlling GPU-based Volume Rendering using Ray Textures Controlling GPU-based Volume Rendering using Ray Textures Matthias Raspe Institute for Computational Visualistics, University of Koblenz-Landau Universitätsstraße 1, 56070, Koblenz, Germany mraspe@uni-koblenz.de

More information

Visible-Surface Detection Methods. Chapter? Intro. to Computer Graphics Spring 2008, Y. G. Shin

Visible-Surface Detection Methods. Chapter? Intro. to Computer Graphics Spring 2008, Y. G. Shin Visible-Surface Detection Methods Chapter? Intro. to Computer Graphics Spring 2008, Y. G. Shin The Visibility Problem [Problem Statement] GIVEN: a set of 3-D surfaces, a projection from 3-D to 2-D screen,

More information

This work is about a new method for generating diffusion curve style images. Although this topic is dealing with non-photorealistic rendering, as you

This work is about a new method for generating diffusion curve style images. Although this topic is dealing with non-photorealistic rendering, as you This work is about a new method for generating diffusion curve style images. Although this topic is dealing with non-photorealistic rendering, as you will see our underlying solution is based on two-dimensional

More information

Particle-Based Volume Rendering of Unstructured Volume Data

Particle-Based Volume Rendering of Unstructured Volume Data Particle-Based Volume Rendering of Unstructured Volume Data Takuma KAWAMURA 1)*) Jorji NONAKA 3) Naohisa SAKAMOTO 2),3) Koji KOYAMADA 2) 1) Graduate School of Engineering, Kyoto University 2) Center for

More information

Smooth Mixed-Resolution GPU Volume Rendering

Smooth Mixed-Resolution GPU Volume Rendering IEEE/ EG Symposium on Volume and Point-Based Graphics (2008) H.- C. Hege, D. Laidlaw, R. Pajarola, O. Staadt (Editors) Smooth Mixed-Resolution GPU Volume Rendering Johanna Beyer 1 Markus Hadwiger 1 Torsten

More information

Parallel Volume Rendering Using PC Graphics Hardware

Parallel Volume Rendering Using PC Graphics Hardware Parallel Volume Rendering Using PC Graphics Hardware Marcelo Magallón Matthias Hopf Thomas Ertl Visualization and Interactive Systems Group, IfI, University of Stuttgart Breitwiesenstr. 20-22, D-70656

More information

CS 5630/6630 Scientific Visualization. Volume Rendering III: Unstructured Grid Techniques

CS 5630/6630 Scientific Visualization. Volume Rendering III: Unstructured Grid Techniques CS 5630/6630 Scientific Visualization Volume Rendering III: Unstructured Grid Techniques Unstructured Grids Image-space techniques Ray-Casting Object-space techniques Projected Tetrahedra Hybrid Incremental

More information

Efficient Rendering of Glossy Reflection Using Graphics Hardware

Efficient Rendering of Glossy Reflection Using Graphics Hardware Efficient Rendering of Glossy Reflection Using Graphics Hardware Yoshinori Dobashi Yuki Yamada Tsuyoshi Yamamoto Hokkaido University Kita-ku Kita 14, Nishi 9, Sapporo 060-0814, Japan Phone: +81.11.706.6530,

More information

Interactive Multi-Volume Visualization

Interactive Multi-Volume Visualization Interactive Multi-Volume Visualization Brett Wilson, Eric B. Lum, and Kwan-Liu Ma Department of Computer Science University of California at Davis One Shields Avenue, Davis, CA 95616, U.S.A. fwilson,lume,mag@cs.ucdavis.edu,

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

cs6630 November TRANSFER FUNCTIONS Alex Bigelow University of Utah

cs6630 November TRANSFER FUNCTIONS Alex Bigelow University of Utah cs6630 November 14 2014 TRANSFER FUNCTIONS Alex Bigelow University of Utah 1 cs6630 November 13 2014 TRANSFER FUNCTIONS Alex Bigelow University of Utah slide acknowledgements: Miriah Meyer, University

More information

Mach band effect. The Mach band effect increases the visual unpleasant representation of curved surface using flat shading.

Mach band effect. The Mach band effect increases the visual unpleasant representation of curved surface using flat shading. Mach band effect The Mach band effect increases the visual unpleasant representation of curved surface using flat shading. A B 320322: Graphics and Visualization 456 Mach band effect The Mach band effect

More information