Patric Ljung Markus Hadwiger Timo Ropinski Christof Rezk

Transcription

Patric Ljung Markus Hadwiger Timo Ropinski Christof Rezk
Markus Hadwiger
Patric Ljung
VR VIS Research Center
Vienna, Austria
Siemens Corporate
p
Research
Princeton, NJ, USA
Christof Rezk Salama
Timo Ropinski
Computer Graphics Group
Institute for Vision and Graphics
University of Siegen, Germany
Visualization and Computer
Graphics Research Group,
University of Münster, Germany
Ambient Occlusion in DVR
Markus Hadwiger
Patric Ljung
VR VIS Research Center
Vienna, Austria
Siemens Corporate
p
Research
Princeton, NJ, USA
Christof Rezk Salama
Timo Ropinski
Computer Graphics Group
Institute for Vision and Graphics
University of Siegen, Germany
Visualization and Computer
Graphics Research Group,
University of Münster, Germany
Outline
Introduction and Concepts
Vicinity Shading
Dynamic
y
Ambient Occlusion
Local Ambient Occlusion
Global Light Propagation
Summary
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
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Motivation
Increased perception of
Shapes
Densities
Depth
Issues with surface-based shading
Noisy data have poorly defined
normals/gradients
Surface shading for volumetric objects???
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
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Ambient Occlusion
Global Light Source
I
Isotropic
i IIncident
id
Li h
Light
Visible Hemisphere
Integrate Illumination
ll
i
i
for a point on the
surface
Sampled directions or
projection of occluders
Accuracy: number of
/
directions and/or
resolution of light
“cache”
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
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Vicinity
y Shading
g
A. James Stewart, IEEE Vis 2003
D iffuse Surface Shading
Vicinity Shading
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
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Vicinity
y Shading
g Concepts
p
Considers only iso-surface rendering
Does not consider transparency
Precomputes visibility for all iso-values
Each processed direction traverses each voxel
exactly once, using 3D Bresenham line
algorithm
l
h
Independent of vicinity radius
Added irradiance based on distance
between voxel location and occluding
g
voxel
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
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Vicinity
y Shading
g Performance
D ata
D im s
# D irections
Tim e [m ins] Tim e/D ir.[s]
Skull
256 x 256 x
203
312
14 3
14.3
28
2.8
Skull
256 x 256 x
203
1272
59.0
2.8
Cortex
128 x 512 x
256
1272
57.5
2.7
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
8
Dynamic
Ambient Occlusion
y
Ropinski et al., Eurographics 2008
D iffuse Surface Shading
D ynam ic A m bientO cclusion
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
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Workflow
1
2
Capture Light
Interactions
Compress
Lighting
Information
Preprocessing
3
Volume
Rendering
Interactive
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
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Workflow
1
2
Capture Light
Interactions
Compress
Lighting
Information
Preprocessing
3
Volume
Rendering
Interactive
Light interactions
… are captured for the vicinity only
… are expressed by using a local histogram
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
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Workflow
1
2
Capture Light
Interactions
Compress
Lighting
Information
Preprocessing
3
Volume
Rendering
Interactive
One local histogram for each voxel results
i unmanageable
bl d
i
in
data sizes
Light information is clustered to handle it
interactively during rendering
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
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Workflow
1
2
Capture Light
Interactions
Compress
Lighting
Information
Preprocessing
3
Volume
Rendering
Interactive
Rendering parameters are changed
f
l
frequently
Representative local histograms can be
modulated interactively
Volume rendering
g requires
q
only
y two
additional texture fetches
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
13
Workflow
1
1
2
Capture Light
Interactions
Compress
Lighting
Information
3
Volume
Rendering
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
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2
3
Histogram
Generation
g
1
Analyze vicinity of each voxel
Compute a normalized local histogram
with
bins
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
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2
3
Histogram
Generation
g
1
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
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2
3
Histogram
Clustering
g
g
Given: n local histograms (vectors) 1
Given:
Desired:: m << n representatives (code
Desired
(code
book))
book
We exploit
p
a vector q
quantization ((vq)
q) for
the clustering
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
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2
3
Histogram
Compression
g
p
O
Occurren
nce
Goal: generate a packed histogram 1 2
with
i h j << i bins
bi (i
(i = initial
i i i l number
b off bins)
bi )
Iterative splitting is used to reduce
histogram dimensionality
Example:
p
i = 12,
12, j = 9
Intensity
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
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3
Interactive Rendering
g
1
2
Two additional texture fetches required
1. Obtain the cluster ID of the current sample x
2. Fetch the current environment color
is computed
p
by
y considering
g the
current transfer function
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
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3
Isosurface Shading
g
1
Combination with the transfer function
0
intensity
Apply Phong shading by using
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
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2
3
2b
Isosurface Shading
g
1
Phong
our technique
nc=2048
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
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2
3
Direct Volume Rendering
g
1
Challenges
2
3
More than one hue is present
Areas with participating media may occur
Combination
Co
b a o with the
e transfer
a s e function
u c o
0
intensity
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
22
2b
Application
Example
pp
p - DVR
1
nc=2048
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
23
2
3
Application
Example
pp
p - DVR
1
Phong
o g
DAO
O
nc=2048
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
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2
3
DAO Performance
1
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
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2
3
Local Ambient Occlusion
Hernell et al., Eurographics/IEEE VG 2007
D iffuse Surface Shading
LocalA m bientO cclusion
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
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Volumetric Ambient Occlusion
Volumetric Object
S
Semi-transparent
i t
t ti
tissues
Global Light Source &
Isotropic Incident Light
Integrate Illumination
for a point in the volume
Accuracy: number of
directions and resolution
of light “cache”
Volumetric Light Sphere
reduce required
directions
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
27
Additional Features
Exploits Multiresolution LOD data
Improves performance
Reduces memory requirement
No precomputation
Interactive TF-based light emission
Highlighting user-specific data ranges
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
28
LAO – single direction
• Spherical neighbohod, Ω
• Estimate attenuation of light
• Semi-transparency
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
29
LAO – multiple directions
• Compute LAO in K number of
directions
• Updated incrementally
• one ray per frame
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
30
LAO Integration
g
Integration of irradiance from one direction
Numerical
i l evaluation
l
i
Estimating light from K number of directions
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
31
Volumetric Light
Cont ib tion
Contribution
Sof
ftShadow
ha
Edges
ge
H ard Shadow Edges
Boundary Only Contribution
Volumetric Light Contribution
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
32
LAO with Emission
X
Affect intensity and color of x
Emissive component in the TF
Add CE (color light emission) to the integral
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
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Multiresolution volume
162
Superfluous sampling in
areas of low occlusion
Multiresolution
approach from Ljung et
al., VolVis 2004
TF-based
TF
based LOD selection
on flat blocking data
structure
LOD
Selection
162
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
34
82
42
Packing
g LOD Volume
Packed texture
High resolution (162)
Middle resolution ((82) Low resolution
(42)
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
35
Empty
py
Results
Diffuse Illumination
•
NVIDIA GF8800 Ultra
•
768 MB of graphics
texture memory
•
51 ms/frame to update
one ray in the LAO map
•
27 FPS
LAO with 1 direction
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
36
LAO with 8 directions
Results
Emissive light in ray-casting
Emissive light in LAO
computations
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
37
Comparison w/ Diffuse
Shading
Diffuse illumination
LAO, 32 rays
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
38
Application
pp
to Virtual Autopsy
p y Case
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
39
Global Light
Propagation
g
p g
Hernell et al., Eurographics VG 2008
Approximate global illumination
with first order scattering
Extends LAO with initial
light
g p
propagation
p g
step
p
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
40
Pipeline:
p
Algorithm
g
Outline
Change in
Light Source / TF
Intermediate results
Local Piecewise Integration
Global Shadow Volume
αlp
αg
Global Light Contribution
I
+ Scattering
Volume ray casting
Ieye
(screen)
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
41
Piecewise Integration
g
αlp(x)
( )
α(n2)
α(n
( 1)
α(n0)
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
42
Piecewise Integration
g
αlp(s2)
αlp(s1)
αg(s)
αlp(s0)
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
43
Improving
p
g Accuracy
y of Direct Light
g
αg(s1)
Id ((s))
αlp(s0)
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
44
Empty
p y Space
p
Handling
g
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
45
Speed-up
global integration
p
p of g
g
Opacity is computed
for each local segment
originating at red
points
Gl b l integration
Global
i t
ti
using the precomputed piecewise
integration can be
b
computed for fewer
points
Leading to a Shadow
Volume Representation
(SVR)
Note that the
integration for each
point
i still
ill iis at hi
high
h
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
resolution
46
Shadow Volume Sensitivity
y
Original volume: 5123 voxels, Datareduction: 8.9:1, Segment Length: 16 voxels
323
643
1283
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
47
2563
Global+LAO Examples
p
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
48
Compare
p
w/
/ Diffuse Surface
Gradient
based
local
lighting
Novel
global +
ambient
lighting
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
49
Results: Translucency
y Effects
RΩ = 16, Ibias = 0
RΩ = 48, Ibias = 0
RΩ = 16, Ibias = 0.2
RΩ = 48, Ibias = 0.2
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
50
Performance Timing
g
Light Source / TF
Change
A
Local Piecewise Integration
milliseconds
Global Shadow Volume
B
Global Light Contribution
+ Scattering
S tt i
milliseconds
C
Volume ray casting
Original
O
i i l volume:
l
5123 voxels
l
Datareduction: 8.9:1
Segment Length: 16
Viewport: 1024x1024
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
51
Summary
y
Advanced interactive shading techniques
Significantly improved realism
Volumetric and iso-surface techniques
q
Complex structures and depth perception
Color bleeding and emission
Color-bleeding
Global light propagation
First order scattering
…but maybe
y
we still need normals!
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
52
Final Views
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
53
References
A. James Stewart. Vicinity Shading for Enhanced Perception of
Volumetric Data. In Proc. IEEE Visualization 2003
Kevin M. Beason, Josh Grant, David C. Banks, Brad Futch, and M.
Yousuff Hussaini. Pre-Computed Illumination for Isosurfaces. In
Proc. of SPIE 2006
Ch i Wyman,
Chris
W
Steven
St
Parker,
P k
Peter
P t Shirley,
Shi l
and
d Charles
Ch l Hansen.
H
Interactive Display of Isosurfaces with Global Illumination. IEEE
TVCG Vol. 12, No. 2, 2006
Timo Ropinski
Ropinski, Jennis Meyer-Spradow,
Meyer Spradow Stefan Diepenbrock
Diepenbrock, Jörg
Mensmann, and Klaus Hinrichs. Interactive Volume Rendering
with Dynamic Ambient Occlusion and Color Bleeding. Computer
p
Forum (Eurographics
(
g p
2008),
) Volume 27, Number 2, 2008
Graphics
Eric Penner and Ross Mitchell. Isosurface Ambient Occlusion and
Soft Shadows with Filterable Occlusion Maps. In Proc. of
g p
/
Volume Graphics
p
2008
Eurographics/IEEE
PATRIC LJUNG, SIEMENS CORPORATE RESEARCH, PRINCETON, USA
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
54
References
55
Frida Hernell, Patric Ljung, and Anders Ynnerman. Efficient
Ambient and Emissive Tissue Illumination using
g Local Occlusion in
Multiresolution Volume Rendering. In Proc. of Eurographics/IEEE
Volume Graphics 2007
Frida Hernell,, Patric Ljung,
j g, and Anders Ynnerman. Interactive
Global Light Propagation in Direct Volume Rendering using Local
Piecewise Integration. In Proc. of Eurographics/IEEE Volume
Graphics 2008
Patric Ljung, Claes Lundström, Ken Museth, and Anders
Ynnerman. Transfer Function Based Adaptive Decompression for
g of Large
g Medical Data Sets. In Proc. of IEEE
Volume Rendering
Volume Visualization and Graphics 2004
Patric Ljung, Claes Lundström, and Anders Ynnerman.
p
in Direct Volume
Multiresolution Interblock Interpolation
Rendering. In Proc. of Eurographics/IEEE Symposium on
Visualization 2006
Patric Ljung. Adaptive Sampling in Single Pass, GPU
GPU-based
based
RaycastingPATRIC
of Multiresolution
Volumes.
In Proc.
LJUNG, SIEMENS CORPORATE
RESEARCH, PRINCETON,
USA of
GPU-BASED VOLUME RAYCASTING WITH ADVANCED ILLUMINATION
Eurographics/IEEE
Volume Graphics 2006

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