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Volume Rendering

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Volume Rendering & Shear-Warp Factorization. Joe Zadeh. January 22, 2002 ... Marching Cubes. Lorensen and Cline. Watt, pg 385. IMAGE. OBJECT. Image Order: Ray Casting ... – PowerPoint PPT presentation

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Title: Volume Rendering


1
Volume Rendering Shear-Warp Factorization
  • Joe Zadeh
  • January 22, 2002
  • CS395 - Advanced Graphics

2
Volume Rendering (Part II)
3
3D Radiology Lab, Stanford
4
Start with Slices (usually)
Stanford
5
Classification
  • What does this voxel represent?
  • Classification via probability
  • Assign (R,G,B,?)
  • Create Isosurfaces

6
Marching Cubes
Lorensen and Cline
7
Watt, pg 385
OBJECT
IMAGE
8
Image Order Ray Casting
  • Cast set of parallel rays
  • Remain Traveling
  • Two Issues
  • Find voxels through which the ray passes
  • Find a value for the voxel
  • NOT RAYTRACING!!!

9
Image Order Casting Image
Watt, pg 386
10
Image Order Compositing with Resampling
Watt, pg 387
11
Image Order Resampling (Shear) then Compositing
Watt, pg 388
12
Object Order Voxel Projection
  • Splatting

13
Watt, pg 389
14
The Paper
  • Fast Volume Rendering Using a Shear-Warp
    Factorization of the Viewing Transform
  • SIGGRAPH 94

15
The Authors
  • Philippe Lacroute
  • Computer Systems Laboratory, Stanford
  • PhD Dissertation with same title
  • SGI for 3 years
  • Marc Levoy
  • Computer Science Dept, Stanford
  • 1996 SIGGRAPH Achievement Award for Volume
    Rendering

16
History of the Stanford Bunny
OBrien, Hodgins Animating Fracture
17
Input Data
18
Input Data
19
Output Data
20
Image Order vs. Object Order
  • Image Order (ray-casting)
  • Redundant Traversals of Spatial Data
  • Early Ray Termination
  • Object Order (splatting)
  • Traverse through complete spatial data
  • Only Traverse Once

21
The Shear-Warp Revolution
  • Takes the good of both Object and Image Order
    Algorithms

22
Lacroute, Levoy
23
3 Steps
  • Factorization of the viewing matrix into a 3D
    shear parallel to the slices of volume data
  • a projection to form a distorted intermediate
    image
  • and a 2D warp to produce the final image

24
In a Nutshell
  • Shear (3D)
  • Project (3D ? 2D)
  • Unwarp (2D)

25
The Shear (Parallel)
Lacroute, Levoy
26
The Shear (Perspective)
Lacroute, Levoy
27
Sheared Object Space
  • Intermediate Coordinate System
  • Simple mapping from object oriented system
  • All viewing rays are parallel to the third axis

28
Properties of Sheared Object Space
  1. Pixel scanlines of intermediate are parallel to
    voxel scanlines
  2. All voxels in a slice scaled by same factor.
  3. (Parallel) Every voxel slice has same scale
    factor (voxel?pixel is one-to-one)

29
Algorithm, again
  • Transform volume to sheared object space by
    translation and resampling
  • Project volume into 2D intermediate image in
    sheared object space
  • Composite resampled slices front-to-back
  • Transform intermediate image to image space using
    2D warping

30
Three Shear-Warp Algorithms
  • Parallel Projection
  • Perspective Projection
  • Fast Classification
  • (SW Parallel Projection first described by
    Cameron and Undrill, 1992)

31
Parallel Projection Rendering
  • Recall Voxel scanlines in sheared volume are
    aligned with Pixel scanlines in intermediate
  • Both can be traversed in scanline order
  • Simultaneously

32
Compress Voxel Scanlines
  • Run-length encoding
  • Skip transparent voxels
  • RTAAAASDEEEEE RT4A SD5E
  • Effectiveness depends heavily on image type

33
Compress Intermediate Image
  • Recall Splatting doesnt account for occlusion
  • Solution Keep run-length encoding of opacity
    while creating the intermediate image
  • If a pixel exceeds an opacity threshold, we know
    we dont have to go to deeper slices (I.e. ray
    termination)

34
Lacroute, Levoy
35
For the Uncompressed
  • Recall All voxels in a given slice are scaled
    by the same factor
  • Other rendering algorithms require a different
    scaling weight for each voxel
  • Use Bilinear Interpolation and backward
    projection
  • Two voxel scanlines ?single intermediate scanline

36
Warping
  • We now have composited intermediate image
  • Warp Affine image warper with bilinear filter
  • We now have our image

37
Some Costs
  • Run-length encoded volume
  • Preprocessing created
  • View Independent
  • Three encodings (x,y,z)
  • Still less data than original volume because
    omits transparency

38
Lacroute, Levoy
39
256x256x225 on SGI Indigo R4000
Lacroute, Levoy
40
Perspective Projection
  • Majority of Volume Rendering Parallel (94)
  • Perspective mostly useful in radiation beam
    planning
  • Viewing rays diverge, complicating sampling

41
Perspective Projection Algorithm
  • Almost exactly like Parallel
  • In addition to translation during shear, scale as
    well then composite.
  • Tends to create a many-to-one mapping from voxels
    to pixels
  • Slower in calculating volumes and intermediate
    scanlines not traversed at same rate

42
Fast Classification Algorithm
  • Recall Previous two algorithms require intense
    preprocessing classification step
  • Not acceptable when experimenting with different
    opacities
  • Solution Classification opacity via scalar
    function

43
The Algorithm
Lacroute, Levoy
44
A bit more detail
  • For some block of volume, find extrema of
    parameters to opacity function
  • If function returns transparent opacity, discard
    scanline portion
  • Subdivide scanline and repeat recursively until
    size of portion is smaller than a threshold

45
Further Analysis
  • 1283 5x speed increase over traditional
    ray-casting (.5 sec)
  • 2563 10x speed increase (1 sec)
  • General Shear-Warp O(n)
  • Classification with Render O(n2)

46
Pitfalls of Shear-Warp
  • Two resampling steps
  • No noticable degradation
  • Uses 2D reconstruction filter to resample the
    volume data
  • Not really applicable

47
Futher Research
  • Algorithm is parallelizable
  • Real-Time Rendering on Shared Multiprocessors
    (approx 10 fps) SGI Challenge 16 Processor
    multiprocessor, 256x256x223 voxel
  • Volpack

48
Hardware Implementation
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