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

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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 Image Order Volume Rendering ray casting / intensity transfer function / opacity transfer function Artifacts caused by the sampling method, step size etc. Taku Komura Volume Illumination & Vector Vis. 2

Shear-warp Algorithm An efficient method to traverse the volume data [Lacroute '94] Assumes a orthographic camera model projection perpendicular to image plane Taku Komura Volume Illumination & Vector Vis. 3

Ray casting with templates The rays are parallel: - Each ray forms an identical path of voxels through the grid - Path known as a template - Save computation Pixel spacing on the screen. Note : some voxels are missed - problem : artefacts will be produced. Taku Komura Volume Illumination & Vector Vis. 4

Solution : re-sample or warp template Visualisation : Lecture 11 Originate templated rays in each voxel at the edge of the grid -No gaps. -Need to resample the samples onto the screen. -Note some voxels visited many times. Pixel spacing on the screen. -This is re-sampling in 3D, but is warping in the 2D screen space. Perform warping to get samples back into 2D image grid correctly amount of warp required dependant on viewing angle to volume Taku Komura Volume Illumination & Vector Vis. 5

Shear-warp factorisation Instead of traversing along rays, visit voxels in a plane regardless of camera viewing angle Use front-to-back ordering support early termination (last lecture) Perform final warp on the image due to the shear process Improve efficiency using run-length encoding of voxels Skipping the transparent voxels Taku Komura Volume Illumination & Vector Vis. 6

Transform to sheared space Rays are cast from the base plane voxels at the same place. 1 to 1 They intersect voxels on subsequent planes in the same location. Only one set of interpolation weights needs to be computed for all the voxels in a plane. screen sheared volume volume is sheared so that rays remain perpendicular to base plane lead to efficient ray computation Taku Komura Volume Illumination & Vector Vis. 7

Visualisation : Lecture 11 Rotation of camera with shear-warp No rotation Small angle Large angle Taku Komura Volume Illumination & Vector Vis. 8

Final stage of shear-warp Final stage of re-sampling (warp) required transform resulting image from sheared space to regular Cartesian space (image plane). View of Volume Top down view Sheared Volume Taku Komura Volume Illumination & Vector Vis. 9

Warping the images Taku Komura Volume Illumination & Vector Vis. 10

Light Propagation in Volumes Lighting in volume only transmission and emission considered (until now) can also: reflect light scatter light into different directions Taku Komura Volume Illumination & Vector Vis. 11

Global Illumination of Volumes For every voxel ray intersects, need to consider: Light absorbed. Light emitted. Light scattered out of the ray. Light scattered into the ray. Taku Komura Volume Illumination & Vector Vis. 12

Global Illumination of Volumes For every voxel ray intersects, need to consider: Normally ignore scattering in volumetric illumination! Light absorbed. Light emitted. Light scattered out of the ray. Light scattered into the ray. Why? : computational cost Taku Komura Volume Illumination & Vector Vis. 13

Example: single scatter Synthetic images of the Earth s atmosphere produced by Rayleigh scattering. Irwin 95. Light scattered to produce atmospheric haze effect Taku Komura Volume Illumination & Vector Vis. 14

Example : multiple scattering Light scattered multiple times to produce simulation of a cloud Taku Komura Volume Illumination & Vector Vis. 15

Example : sub-surface scattering Very large statue Medium sized Small statue. Varying how light is scattered inside a surface affects perception hence useful in visualisation why? - prior visual experience, perception of distance? Taku Komura Volume Illumination & Vector Vis. 16

Volume Illumination -? Scattering is too costly so we usually do not take them into account when doing volume rendering But we still can add slight shadows to the volume by illuminating them Taku Komura Volume Illumination & Vector Vis. 17

Volume Illumination Why do we want to illuminate volumes? illumination helps us to better understand 3D structure displays visual cues to surface orientation highlight significant gradients within volume Taku Komura Volume Illumination & Vector Vis. 18

What are we illuminating? embedded (iso-) surface sharp gradients in opacity Taku Komura Volume Illumination & Vector Vis. 19

Shading an Embedded isosurface classify volume with a step function use regular specular / diffuse surface shading Remember for lighting equations of lecture 2 require illumination direction camera model (position) surface orientation need to calculate and store surface normal Taku Komura Volume Illumination & Vector Vis. 20

Estimating the surface normal from distance map Use distance map to the iso-surface value 1. Determine the threshold value 2. Determine the surface voxels based on the threshold 3. Compute the normal vectors based on centred difference method For example, if we sample the centre of the voxels, z x = 1 2 z y = 1 2 z x 1, y z x 1, y z x, y 1 z x, y 1 N = z x z x 2 z y 2 1, z y z x 2 z y 2 1, 1 z x 2 z y 2 1 Taku Komura Volume Illumination & Vector Vis. 21

Result : illuminated iso-surface MIP technique Shaded embedded iso-surface. Surface normals recovered from depth map of surface Taku Komura Volume Illumination & Vector Vis. 22

Normals are sensitive to step size Step size through the volume / over the depth map Step = 2.0 Step = 1.0 Step = 0.1 Artefacts with larger step sizes under standard lighting model Taku Komura Volume Illumination & Vector Vis. 23

Illuminating Opacity (Scalar) Gradient Illuminate scalar gradient instead of iso-surface requirement : estimate and store gradient at every voxel Composite Shaded Composite Shaded opacity gradient (shades changes in opacity) Taku Komura Volume Illumination & Vector Vis. 24

Estimating Opacity Gradient Use 3D centred difference operator I= I x, I y,i z = x I, y I, z I I x 1, y, z I x 1, y, z I = x 2 We can extract the normal vectors of the region where the scalar values are changing significantly, i.e. boundary of tissues Evaluate at each voxel and interpolate Taku Komura Volume Illumination & Vector Vis. 25

Illumination : storing normal vectors Visualisation is interactive compute normal vectors for surface/gradient once store normal perform interactive shading calculations Storage : 256 3 data set of 1-byte scalars ~16Mb normal vector (stored as floating point(4-byte)) ~ 200Mb! Solution : quantise direction & magnitude as small number of bits Taku Komura Volume Illumination & Vector Vis. 26

Illumination : storing normal vectors Quantize vector direction into one of N directions on a sub-divided sphere Subdivide an octahedron into a sphere. Number the vertices. Encode the direction according the nearest vertex that the vector passes through. For infinite light sources, only need to calculate the shading values once and store these in a table. Taku Komura Volume Illumination & Vector Vis. 27

Summary Shear-Warping Light scattering Volume illumination Taku Komura Volume Illumination & Vector Vis. 28