GPU-based Volume Rendering. Michal Červeňanský

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Transcription:

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, gases, fire, natural phenomena Voxel intensity, colour, Measurement, simulations Medicine, geology, physics, CT, MR, confocal microscopy 512x512x2000 3

Volume Data (2) CT dataset Confocal microscopy MRI dataset 4

Volume Rendering Indirect methods surface rendering Contour detection Isosurface extraction (marching cubes) 5

Volume Rendering (2) Direct methods Direct volume rendering Object oriented methods (shear warp) Image oriented methods (ray casting) 6

Volume rendering (3) Based on physical model Computational intensive Light environment = emission, absorption, (in-out)scatter Emission-absorption model Volume rendering integral Absorption κ(x), emission q(x) Numeric integration Iterative computation composition 7

GPU rendering 2D textures 3D textures Multi-textures Ray-casting Bricking Lighting Classification 8

2D textures Object aligned slices Polygonal primitives CPU / GPU 9

2D textures (2) 10

3D textures View aligned slices Polygonal primitives CPU / GPU 11

3D textures (2) 12

2D Multi-textures Usage of multi-textures (2 textures per polygon) to implement trilinear interpolation Blending of two adjacent slices Trilinear interpolation Constant sampling rate 13

Ray-casting BBox faces rendered Early ray termination Empty space skipping Adaptive sampling Non-uniform grids (tetrahedra) Front to back composition 14

Ray-casting Multi-pass rendering Render front/back faces to the 2D textures Pass1: determine entry point (front faces) Pass2: determine ray direction (back faces) outer loop: pass 3 to n Complete volume integral in one fragment prog. Shader Model 3.0 Single-pass rendering 15

Bricking The data set is split into smaller chunks (bricks) Problem: interpolation on boundaries voxel(s) must be duplicated Problem: bus-bandwidth more than one brick must fit into memory 16

Compositing, Lighting Blending equations add, maxip, minip C' = (Cs * As) + (Cd *(1-As)) RGBA colour, transparency Lighting model in fp (Phong) Gradient - on the fly / pre-processing 17

Classification Emission, absorption colour values Transfer functions modify colour, transp. Underline special properties in data One/Multi-dimensional (intensity, gradient, ) Pre-classification before interpolation Post-classification after interpolation Pre-integration after interpolation High frequencies high sampling rate 18

Transfer Function Trial-error Data-centric (contour spectrum, isosurfaces, curvature, boundary detection, LH histogram ) Image-centric (genetic alg., design galleries, ) Others (learning classifier, ) 19

Classification (2) Pre/Post classification Look-up table texture 20

Classification pre-integration Slab by slab rendering Pre integration of all possible combinations Lookup table 21

Speed-up techniques Memory management (swizzling, mipmapping) Asynchronous data upload Bi / Tri-linear filtering Empty-space leaping Occlusion culling Early ray termination Image downscaling 22

Improving Quality 23

Sampling Artefacts Adaptive sampling Opacity correction Stochastic jittering 24

Filtering Artefacts Discrete data continuous signal Internal filtering precision Linear filter HQ filtering Convolution (bspline, gauss, sinc, ) Bricking (more overlap samples) 25

Classification Artefacts High freq. in the TF increase sampling rate Pre-integrated classification Pre-integration for TF Integration for the scalar field Still not correct 26

Shading Artefacts Limited gradient precision Pre-computation (16/32bit, Sobel operator) On the fly 27

Blending Artefacts Limited precision (hw support) Own blending Ping-pong scheme 28

Other techniques Focus & context Non photorealistic rendering 29

Other techniques (2) Segmentation Global lightning 30

Other techniques (3) Effects Deformations 31

www.cse.cuhk.edu.hk/%7ettwong/papers/asc/asc.html http://www.wikipedia.org/ http://developer.nvidia.com http://medvis.vrvis.at http://graphicsrunner.blogspot.com/2009/02/volume-rendering-201-optimiz Real-time volume graphics http://delivery.acm.org/10.1145/1110000/1103929/cs28.pdf?key1=1103929&key2=3654358021&coll=&dl=&cfid=15 32

Thank you for your attention. 33