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Interactive Ray Tracing for Isosurface Rendering

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... extracting explicit polygonal representation (Marching cube) by ray tracing ... Marching cube O(n2) Rendering O(n2) Ray tracing O(n) multiprocessor O(n/p) ... – PowerPoint PPT presentation

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Title: Interactive Ray Tracing for Isosurface Rendering


1
Interactive Ray Tracing for Isosurface Rendering
  • Graphics Lab.
  • ???

2
Introduction
  • Isosurface Rendering
  • display isosurfaces ?(x, y, z) ?iso
  • by extracting explicit polygonal representation
    (Marching cube)
  • by ray tracing

3
Introduction
  • Ray Tracing
  • conventionally slower than hardware z-buffer
  • competitive when rendering a large dataset
  • for n?n?n volume
  • Marching cube O(n2) ? Rendering O(n2)
  • Ray tracing O(n) ? multiprocessor O(n/p)
  • with large time constant

4
Algorithm
  • Three phase
  • 1. traverse a ray through cells which do not
    contain an isosurface
  • 2. analytically compute the isosurface
  • 3. shade the resulting intersection point
  • Benefit
  • parallelization is straightforward
  • adding incremental features has only incremental
    cost

5
Ray-Isosurface Intersection
  • Ray traverses cells
  • If the ray finds a cell containing an isosurface,
    solve for the ray parameter t

6
Ray-Isosurface Intersection
  • ? is approximated with a trilinear interpolation
  • Equation is expanded to a cubic polynomial in t
  • For multiple roots, smallest t is used
  • It is possible that a ray misses the isosurface
    in a cell

7
Optimization
  • Traversing cell is the computational bottleneck
  • First optimization
  • improves data cache locality
  • organizes the volume into bricks

8
Optimization
  • Second optimization
  • multi-level spatial hierarchy
  • accelerate the traversal of empty cells
  • cells are grouped divided into macrocell
  • macrocell contains the minimum and maximum value
    for its children cells
  • empirically tri-level hierarchy is efficient

9
Optimization
  • Multiprocessor load balancing
  • cannot predict a priory complexity of extracting
    isosurface from a screen pixel
  • use dynamic load balancing
  • put assignments in a queue
  • each processor pulls a assignment from a queue
    and performs the assigned work and returns to a
    queue

10
Discussion
  • Result using marching cube
  • 10M polygons for full dataset
  • about 1000 sec to extract surfaces
  • Architecture of the parallel machine
  • the dataset must be available to each processor
  • high locality in the dataset for any particular
    processor
  • ? shared memory or distributed shared memory
    system is suitable

11
Future work and Conclusions
  • All computation is performed in software
  • Future work
  • using an associated color value as a 3D texture
    map
  • other hierarchical method
  • isosurfacing of tetrahedral and hexahedral
    element grids
  • high-order interpolation
  • combination with other scalar/vector
    visualization tool

12
(x1, y1)
(0, 0)
u1
(1, 1)
v0
b0
b1
b
v1
a0
a1
a
(x0, y0)
(0, 0)
(1, 1)
u0
13
(No Transcript)
14
For m?m?m bricks of n?n?n cells, offset q into
the data array is given
15
For faster calculation q, tabulate Fx, Fy, Fz and
lookup each table
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