• Title/Summary/Keyword: Volume Rendering

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Hardware-Accelerated Multipipe Parallel Rendering of Large Data Streams

  • Park, Sanghun;Park, Sangmin;Bajaj, Chandrajit;Ihm, Insung
    • Journal of the Korea Computer Graphics Society
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    • v.7 no.2
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    • pp.21-28
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    • 2001
  • As a result of the recent explosive growth of scientific data, extremely large volume datasets have become increasingly commonplace. While several texture-based volume rendering algorithms have been proposed, most of them focused on volumes smaller than the hardware's available texture memory. This paper presents a new parallel volume rendering scheme for very large static and time-varying data on a multipipe system architecture. Our scheme subdivides large volumes dynamically into smaller bricks, and assigns them adaptively to graphics pipes to minimize the costs of texture swapping. With the new method, Phong shaded images can be easily created by computing the gradients on the fly and using the color matrix feature of OpenGL. We report experimental results on an SGI Onyx2 for the various large datasets.

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Adaptive Load Balancing Scheme using a Combination of Hierarchical Data Structures and 3D Clustering for Parallel Volume Rendering on GPU Clusters (계층 자료구조의 결합과 3차원 클러스터링을 이용하여 적응적으로 부하 균형된 GPU-클러스터 기반 병렬 볼륨 렌더링)

  • Lee Won-Jong;Park Woo-Chan;Han Tack-Don
    • Journal of KIISE:Computer Systems and Theory
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    • v.33 no.1_2
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    • pp.1-14
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    • 2006
  • Sort-last parallel rendering using a cluster of GPUs has been widely used as an efficient method for visualizing large- scale volume datasets. The performance of this method is constrained by load balancing when data parallelism is included. In previous works static partitioning could lead to self-balance when only task level parallelism is included. In this paper, we present a load balancing scheme that adapts to the characteristic of volume dataset when data parallelism is also employed. We effectively combine the hierarchical data structures (octree and BSP tree) in order to skip empty regions and distribute workload to corresponding rendering nodes. Moreover, we also exploit a 3D clustering method to determine visibility order and save the AGP bandwidths on each rendering node. Experimental results show that our scheme can achieve significant performance gains compared with traditional static load distribution schemes.

An Efficient Perspective Projection using $\textrm{VolumePro}^{TM}$ Hardware (볼륨프로 하드웨어를 이용한 효율적인 투시투영 방법)

  • 임석현;신병석
    • Journal of KIISE:Computer Systems and Theory
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    • v.31 no.3_4
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    • pp.195-203
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    • 2004
  • VolumePro is a real-time volume rendering hardware for consumer PCs. However it cannot be used for the applications requiring perspective projection such as virtual endoscopy since it provides only orthographic projection. Several methods have been presented to approximate perspective projection by decomposing a volume into slabs and applying successive parallel projection to thou. But it takes a lot of time since the entire region of every slab should be processed, which does not contribute to final image. In this paper, we propose an efficient perspective projection method that makes the use of several sub-volumes with cropping feature of VolumePro. It reduces the rendering time in comparison to slab-based method without image quality deterioration since it processes only the parts contained in the view frustum.

Scattered Light Representation in Accordance with the Material Using Scatterer Template in Volume Rendering (볼륨 렌더링에서 산란자 템플릿을 이용한 재질별 산란광 표현)

  • Lee, Byeong-Joon;Kwon, Koojoo;Shin, Byeong-Seok
    • KIPS Transactions on Software and Data Engineering
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    • v.5 no.12
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    • pp.677-684
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    • 2016
  • For realistic rendering volume to calculate the light effects as well as the shade is essential. In order to produce the high quality of the resulting image, it is necessary to represent a global illumination, and it should be considered an indirect effect of the direct impact and scattering of light. It requires a lot of resources in order to perform this operation and, in particular, is very expensive when large amounts of data to be rendered as a volume data is consumed. In this paper, we generate a scatterer template according to the physical laws for each material. Considering that each object having material property stores photons of the template based on the Lambert illumination model. When the volume rendering in this paper, using the photon is stored in the template, based on the voxel to be sampled within the examination volume occluded, and it represents the global illumination of the scattering. Because the materials produced by the template requires a less resource only if comprised of a complex material, a simple operation can be expressed within the scattering volume at a low cost through.

Ambient Occlusion Volume Rendering using Multi-Range Statistics (다중 영역 통계량을 이용한 환경-광 가림 볼륨 가시화)

  • Nam, Jinhyun;Kye, Heewon
    • Journal of the Korea Computer Graphics Society
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    • v.21 no.3
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    • pp.27-35
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    • 2015
  • This study presents a volume rendering method using ambient occlusion which is one of global illumination methods. By considering the volume density distribution as normal distribution, ambient occlusion can be calculated at real-time speed regardless of modification of opacity transfer function. We calculate and store the averages and standard deviations of densities in a block centered at each voxel in pre-processing time. In rendering process, we determine the illumination value by estimating the nearby opacity. We generalized theoretical model and generated better quality images improving our previous research. In detail, various shapes of transfer function can be used due to the proposed equation model. Moreover, we introduced a multi-range model to give nearer objects more weight. As the result, more realistic volume rendering image can be generated at real-time speed by mixing local and ambient occlusion shading.

Fast Volume Visualization Techniques for Ultrasound Data

  • Kwon Koo-Joo;Shin Byeong-Seok
    • Journal of Biomedical Engineering Research
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    • v.27 no.1
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    • pp.6-13
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    • 2006
  • Ultrasound visualization is a typical diagnosis method to examine organs, soft tissues and fetus data. It is difficult to visualize ultrasound data because the quality of the data might be degraded by artifact and speckle noise, and gathered with non-linear sampling. Rendering speed is too slow since we can not use additional data structures or procedures in rendering stage. In this paper, we use several visualization methods for fast rendering of ultrasound data. First method, denoted as adaptive ray sampling, is to reduce the number of samples by adjusting sampling interval in empty space. Secondly, we use early ray termination scheme with sufficiently wide sampling interval and low threshold value of opacity during color compositing. Lastly, we use bilinear interpolation instead of trilinear interpolation for sampling in transparent region. We conclude that our method reduces the rendering time without loss of image quality in comparison to the conventional methods.

3D SURFACE DISPLAY BY VOLUME RENDERING TECHNIQUE (입체묘사 기법에 의한 물체표면의 삼차원적 도시)

  • Lee, M.S.;Chun, K.W.;Ra, J.B.
    • Proceedings of the KOSOMBE Conference
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    • v.1991 no.05
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    • pp.13-17
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    • 1991
  • 3차원 데이타로부터 물체 표면의 입체 도시를 위한 semi-transparent volume rendering 방법은 다른 입체 도시 방법들보다 화질면에서 뛰어나다고 알려져 있다. 본 논문에서는 이러한 semi-transparent volume rendering 방법의 장점을 가지면서 더욱 성능을 향상시킨 입체 데이타 표면의 3차원 도시를 실현시켜 보았다. Aniosotrophic resolution의 3차원 데이타는 directional interpolation을 사용하여 artifact의 발생을 줄였으며 전처리 과정에서 물체 표면까지의 깊이 정보를 구함으로써 계산시간을 줄일 수 있었고 또한 물체의 불투명도 값에 의해 결정되는 표본 간격을 사용함으로써 quantization error를 줄일 수 있었다.

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Comparing BRDF Models: Representation of Measured BRDF (BRDF 모델비교: 측정 BRDF의 표현을 중심으로)

  • Lee, Joo-Haeng;Kim, Sung-Soo;Park, Hyung-Jun
    • Korean Journal of Computational Design and Engineering
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    • v.14 no.5
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    • pp.346-354
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    • 2009
  • BRDF (bidirectional reflectance distribution function) is critical in realistic simulation of material appearances since it models the directional characteristics of reflection of light. Although many BRDF models have been proposed so far, it is still not easy to find one specific model that could represent all the reflection properties of real materials such as generalized diffusion, off-specular reflection, Fresnel effect, and back scattering. In this paper, we compare three BRDF models including B-spline volume BRDF (BVB), Cook-Torrance, and Lafortune in their ability to represent the measured BRDF data for physically-based rendering. We show that B-spline volume BRDF surpass the others in quality of data fitting and rendering, especially for materials without specular reflections.

Volume Rendering by Improved Ray Casting (개선된 광선 추적에 의한 볼륨 랜더링)

  • 김진열;김형균
    • Proceedings of the Korea Multimedia Society Conference
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    • 2003.05b
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    • pp.464-467
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    • 2003
  • 본 논문에서는 체적 데이터에 대한 효율적인 볼륨 랜더링을 수행하기 위해서, 기존의 광선 추적 기법에 광선 보간을 통해 광선을 추적하는 기법인 IRCF를 제안한다. IRCF 과정은 이웃 화소에 대해 광선추적을 통해서 얻은 불투명도의 정보를 이용하여 보간한 위치에서 새롭게 광선추적을 해가는 방식이다 기존의 광선 추적 랜더링의 경우 고화질의 영상을 얻지만, Volume Rendering Operations의 계샨량이 많아 랜더링 속도가 떨어져 현재 개선된 랜더링 기법들이 많이 제안되고 있는 실정이다. 본 논문은 다른 각도로의 접근하고자 하여 제안한 IRCF 과정을 통해 Volume Rendering Operations의 계샨량을 최대한 줄여 랜더링 속도를 높이고 기존 방식의 고화질 영상에 가깝게 결과를 얻을 수가 있었다. 또한, 본 논문에서는 기존의 광선 추적 기법에서 표현하는 일반적인 회전, 절단, 불투명 등 제어 효과들을 제안한 기법을 통해 비교 분석한다.

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An Efficient Anisotropic Volume Rendering using an Intensity Interpolation and Adaptive Intermediate Voxel Insertion Method (광도 보간과 적응형 중간복셀 삽입법을 이용한 효율적인 비균등 볼륨 렌더링)

  • 김태영;신병석
    • Journal of KIISE:Computer Systems and Theory
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    • v.30 no.11
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    • pp.655-662
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    • 2003
  • In some volume visualization fields such as medical imaging, anisotropic volume data are more common than isotropic ones. In this paper, we propose an efficient rendering method for anisotropic volume data, which directly computes the intensity of intermediate samples by interpolating the intensity of two corresponding voxels on consecutive slices. Unlike density interpolation method, it does not require a preprocessing step for generating intermediate slices or additional memory for storing them. Additionally, we propose an adaptive intermediate voxel insertion method that avoids overblurring on object surfaces. This may occur when we render high frequency areas using the intensity interpolation method. Using these methods, we can improve the rendering speed without sacrificing image quality.