Data Visualization (CIS/DSC 468)

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1 Data Visualization (CIS/DSC 46) Volume Rendering Dr. David Koop

2 Visualizing Volume (3D) Data 2D visualization slice images (or multi-planar reformating MPR) Indirect 3D visualization isosurfaces (or surface-shaded display SSD) Direct 3D visualization (direct volume rendering DVR) [ Weiskopf/Machiraju/Möller] 2

3 Generating Isolines [R. Wenger, 2013] 3

4 Generating Isolines w/ Interpolation (Isovalue=5) [R. Wenger, 2013] 4

5 Marching Squares [R. Wenger, 2013] 5

6 3D: Marching Cubes Same idea, more cases [Lorensen and Cline, 197] # Positive Vertices 4A 4B 4C 4D 4E Zero Five 0 5A 5B 5C One Six 1 6A 6B 6C Two Seven 2A 2B 2C 7 Three Eight 3A 3B 3C Four 4A 4B 4C 4D 4E 4F [R. Wenger, 2013] 6

7 Incompatible Choices If we have ambiguous cases where we choose differently for each cell, the surfaces will not match up correctly there are holes Fix with the asymptotic decider [Nielson and Hamann,1991] 3D: what happens when cases are arbitrarily chosen hole case 3 case 6 (complementary) connected [via K. Mueller] 7

8 Multiple Isosurfaces Topographical maps have multiple isolines to show elevation trends Problem in 3D? Occlusion Solution? Transparent surfaces Issues: - Think about color in order to make each surface visible - Compositing: how do colors "add up" with multiple surfaces - How to determine good isovalues? [J. Kniss, 2002]

9 Assignment 4 Changing value + reordering interaction Brushing (linked highlighting) 9

10 Visualizing Volume (3D) Data 2D visualization slice images (or multi-planar reformating MPR) Indirect 3D visualization isosurfaces (or surface-shaded display SSD) Direct 3D visualization (direct volume rendering DVR) [ Weiskopf/Machiraju/Möller] 10

11 Volume Rendering vs. Isosurfacing (a) Direct volume rendered (b) Isosurface rendered [Kindlmann, 199] 11

12 (Direct) Volume Rendering Isosurfacing: compute a surface (triangles) and use standard computer graphics to render the triangles Volume rendering: compute the pixels shown directly from the volume information Why? - No need to figure out precise isosurface boundaries - Can work better for data with noise or uncertainty - Greater control over appearance based on values 12

13 Types of Volume Rendering Algorithms Ray casting - Similar to ray tracing, but use rays from the viewer Splatting: - Object-order, voxels splat onto the image plane Shear Warp: - Object-space, slice-based, parallel viewing rays Texture-Based: - 2D Slices: stack of texture maps - 3D Textures Weiskopf/Machiraju/Möller 60 [via Möller] 13

14 Object Volume Ray Casting order approach Image Plane Data Set Eye [Levine] 14

15 Volume Ray Casting Image Plane Data Set Eye [Levine] 15

16 How? Approximate volume rendering integral: light absorption & emission Sample at regular intervals along each ray Trilinear interpolation: linear interpolation along each axes (x,y,z) Use trilinear interpolation Not the only possibility, also "object order" techniques like splatting or texture-based and combinations like shear-warp 16

17 Compositing Need one pixel from all of the values along the ray Q: How do we "add up" all of those values along the ray? A: Compositing! Different types of compositing - First: like isosurfacing, first intersection at a certain intensity - Max intensity: choose highest val - Average: mean intensity (density, like x-rays) - Accumulate: each voxel has some contribution intensity max intensity accumulate average first depth [Levine and Weiskopf/Machiraju/Möller] 17

18 Types of Compositing max intensity intensity accumulate average first depth [Levine and Weiskopf/Machiraju/Möller] 1

19 Types of Compositing max intensity intensity accumulate average first depth [Levine and Weiskopf/Machiraju/Möller] 19

20 Types of Compositing max intensity Synth intensity accumulate average first depth [Levine and Weiskopf/Machiraju/Möller] 20

21 Types of Compositing max intensity intensity accumulate average first depth [Levine and Weiskopf/Machiraju/Möller] 21

22 Accumulation If we're not just calculating a single number (max, average) or a position (first), how do we determine the accumulation? Assume each value has an associated color (c) and opacity (α) Over operator (back-to-front): - c = αf cf + (1-αf) αb cb - α = αf + (1-αf) αb Order is important! Blue Last Blue First 22

23 Transfer Functions Where do the colors and opacities come from? Idea is that each voxel emits/absorbs light based on its scalar value but users get to choose how that happens x-axis: color region definitions, y-axis: opacity α RGB Simp value [Kindlmann] 23

24 Transfer Function Design Transfer function design is non-trivial! Lots of tools to help visualization designers to create good transfer functions Histograms, more attributes than just value like gradient magnitude 24

25 Multidimensional Transfer Functions 1D Transfer Function 2D Transfer Function w/ Gradient Magnitude [J. Kniss] 25

26 Multidimensional Transfer Functions 2D Transfer Function 3D Transfer Function w/ 2nd Derivative [J. Kniss] 26

27 ParaView Examples 27

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